Custom game paced video games played by persons post-stroke have comparable exercise intensity but higher accuracy, greater enjoyment and less effort than off-the-shelf game

J. Deutsch, B. Hoehlein, Marisa Priolo, Joshua Pacifico, H. Damodaran, U. Puh
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Abstract

Use of active video games in stroke rehabilitation is supported with efficacy studies of balance and mobility for persons in acute, sub-acute and chronic phases post-stroke. They have been characterized as well for their potential promotion of physical activity (PA). Games may be designed specifically for rehabilitation, or adapted from their intended recreational use for serious application such as rehabilitation or promotion of PA. A major limitation of the commercially available games is their lack of customization of movement parameters and inability to record performance metrics that are useful for practice. They are however, considered engaging and may promote high intensity of therapy (repetitions and physiologic correlates). This study compared the performance of persons in the chronic phase post-stroke playing a custom rehabilitation game to a comparable recreational active video game. The goal of the study was to determine, which game promoted greater exercise intensity and which was more enjoyable and less effortful. Fifteen participants in the chronic phase post-stroke were studied. The recreational game was played at a significantly higher intensity, both for repetitions, and energy expenditure while the experience of playing the custom game was reported as more enjoyable and less effortful. Further, movement accuracy was greater during custom game play. While intensity for metabolic equivalents (METs) and % of maximum heart rate were significantly greater when the recreational game was played, both games were played in the same intensity band to promote moderate activity. The custom game was comparable in intensity but superior in performance, enjoyment and perception of effort. The findings support efforts to develop custom games to promote physical activity for persons poststroke.
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中风后人们玩的自定义游戏节奏视频游戏与现成的游戏相比,具有相当的运动强度,但准确性更高,更享受,更省力
脑卒中后急性期、亚急性期和慢性期患者平衡和活动能力的疗效研究支持了在脑卒中康复中使用主动视频游戏。它们也被认为具有促进身体活动(PA)的潜力。游戏可以专门为康复而设计,或者根据其预期的娱乐用途改编为严肃的应用,例如康复或促进PA。商业游戏的一个主要限制是它们缺乏自定义的移动参数,无法记录对练习有用的性能指标。然而,他们被认为是有吸引力的,可能会促进高强度的治疗(重复和生理相关)。本研究比较了中风后慢性期患者玩自定义康复游戏和类似的娱乐活动视频游戏的表现。这项研究的目的是确定哪种游戏能提高运动强度,哪种游戏更有趣,更省力。对15名中风后慢性期患者进行了研究。娱乐游戏的强度明显更高,无论是重复还是能量消耗,而玩自定义游戏的体验更令人愉快,更不费力。此外,在自定义游戏过程中,移动精度更高。当进行娱乐性游戏时,代谢当量强度(METs)和最大心率百分比显著增加,但两种游戏都在相同的强度范围内进行,以促进适度活动。自定义游戏在强度上与之相当,但在性能、乐趣和努力感方面更胜一筹。研究结果支持开发自定义游戏,以促进中风后人们的身体活动。
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