Kameron Suire, Brian C Helsel, April Bowling, Amanda E Staiano, Joseph R Sherman, Anna Rice, Lauren T Ptomey
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Participants were instructed to play Ring Fit Adventure™ for 120 min/week and attend 30-min weekly virtual coaching sessions where a health educator encouraged gameplay via goal setting, helped troubleshoot technological issues, and collected self-reported minutes of gameplay. Intervention outcomes included attendance, adherence to weekly gameplay goals, retention, safety, and exercise intensity captured via heart rate and indirect calorimetry.</p><p><strong>Results: </strong>Twenty adults with DS (age 23.5 years, 89 % non-Hispanic white, 61 % female) enrolled and 19 participants completed the trial. Participants attended 93 % of coaching sessions and 90 % met the weekly gameplay goals. The average gameplay duration was 39 min/session and 123 min/week at 67.3 % of the participants' estimated maximum heart rate. Both the average heart rate during the intervention and metabolic equivalents (3.4 ± 1.0) during the indirect calorimetry assessment were suggestive of moderate intensity exercise.</p><p><strong>Conclusions: </strong>Attendance and adherence to the weekly gameplay goal were high among adults with DS who were able to reach and sustain moderate intensity during the exergame sessions. Exergaming represents a home-based option for accumulating minutes of moderate-to-vigorous physical activity that is feasible for and acceptable to adults with DS.</p>","PeriodicalId":49300,"journal":{"name":"Disability and Health Journal","volume":" ","pages":"101766"},"PeriodicalIF":3.7000,"publicationDate":"2024-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The adaptation of the GameSquad exergaming intervention for young adults with Down syndrome: A pilot feasibility study.\",\"authors\":\"Kameron Suire, Brian C Helsel, April Bowling, Amanda E Staiano, Joseph R Sherman, Anna Rice, Lauren T Ptomey\",\"doi\":\"10.1016/j.dhjo.2024.101766\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Exergames may be a feasible alternative to in-person exercise that is adaptable for adults with Down Syndrome (DS).</p><p><strong>Objective: </strong>The purpose of this study was to conduct a 12-week pilot trial to assess the feasibility of exergames for adults with DS.</p><p><strong>Methods: </strong>Adults with DS were provided Ring Fit Adventure™ which uses a resistance ring and body weight to perform cardiovascular and strength exercises. Participants were instructed to play Ring Fit Adventure™ for 120 min/week and attend 30-min weekly virtual coaching sessions where a health educator encouraged gameplay via goal setting, helped troubleshoot technological issues, and collected self-reported minutes of gameplay. Intervention outcomes included attendance, adherence to weekly gameplay goals, retention, safety, and exercise intensity captured via heart rate and indirect calorimetry.</p><p><strong>Results: </strong>Twenty adults with DS (age 23.5 years, 89 % non-Hispanic white, 61 % female) enrolled and 19 participants completed the trial. Participants attended 93 % of coaching sessions and 90 % met the weekly gameplay goals. The average gameplay duration was 39 min/session and 123 min/week at 67.3 % of the participants' estimated maximum heart rate. Both the average heart rate during the intervention and metabolic equivalents (3.4 ± 1.0) during the indirect calorimetry assessment were suggestive of moderate intensity exercise.</p><p><strong>Conclusions: </strong>Attendance and adherence to the weekly gameplay goal were high among adults with DS who were able to reach and sustain moderate intensity during the exergame sessions. Exergaming represents a home-based option for accumulating minutes of moderate-to-vigorous physical activity that is feasible for and acceptable to adults with DS.</p>\",\"PeriodicalId\":49300,\"journal\":{\"name\":\"Disability and Health Journal\",\"volume\":\" \",\"pages\":\"101766\"},\"PeriodicalIF\":3.7000,\"publicationDate\":\"2024-12-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Disability and Health Journal\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1016/j.dhjo.2024.101766\",\"RegionNum\":2,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"HEALTH CARE SCIENCES & SERVICES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Disability and Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1016/j.dhjo.2024.101766","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0
摘要
背景:运动游戏可能是一种可行的替代面对面的锻炼,适用于成人唐氏综合症(DS)。目的:本研究的目的是进行一项为期12周的试点试验,以评估成人退行性椎体滑移的可行性。方法:为成年DS患者提供Ring Fit Adventure™,该方法使用阻力环和体重进行心血管和力量锻炼。参与者被要求每周玩120分钟的Ring Fit Adventure™,并参加每周30分钟的虚拟指导课程,其中健康教育工作者通过设定目标鼓励游戏,帮助解决技术问题,并收集自我报告的游戏时间。干预结果包括出勤率、坚持每周游戏目标、留存率、安全性和运动强度(通过心率和间接热量测量)。结果:20名成年DS患者(23.5岁,89%非西班牙裔白人,61%女性)入组,19名参与者完成了试验。参与者参加了93%的指导课程,90%的人达到了每周的游戏目标。平均游戏时间为39分钟/次,123分钟/周,是参与者估计最大心率的67.3%。干预期间的平均心率和间接量热法评估期间的代谢当量(3.4±1.0)均提示中等强度运动。结论:在成年DS患者中,能够在游戏过程中达到并维持中等强度的人,对每周游戏目标的出勤率和坚持度都很高。Exergaming是一种以家庭为基础的选择,可以积累几分钟的中等到高强度的身体活动,对于患有DS的成年人来说是可行的,也是可以接受的。
The adaptation of the GameSquad exergaming intervention for young adults with Down syndrome: A pilot feasibility study.
Background: Exergames may be a feasible alternative to in-person exercise that is adaptable for adults with Down Syndrome (DS).
Objective: The purpose of this study was to conduct a 12-week pilot trial to assess the feasibility of exergames for adults with DS.
Methods: Adults with DS were provided Ring Fit Adventure™ which uses a resistance ring and body weight to perform cardiovascular and strength exercises. Participants were instructed to play Ring Fit Adventure™ for 120 min/week and attend 30-min weekly virtual coaching sessions where a health educator encouraged gameplay via goal setting, helped troubleshoot technological issues, and collected self-reported minutes of gameplay. Intervention outcomes included attendance, adherence to weekly gameplay goals, retention, safety, and exercise intensity captured via heart rate and indirect calorimetry.
Results: Twenty adults with DS (age 23.5 years, 89 % non-Hispanic white, 61 % female) enrolled and 19 participants completed the trial. Participants attended 93 % of coaching sessions and 90 % met the weekly gameplay goals. The average gameplay duration was 39 min/session and 123 min/week at 67.3 % of the participants' estimated maximum heart rate. Both the average heart rate during the intervention and metabolic equivalents (3.4 ± 1.0) during the indirect calorimetry assessment were suggestive of moderate intensity exercise.
Conclusions: Attendance and adherence to the weekly gameplay goal were high among adults with DS who were able to reach and sustain moderate intensity during the exergame sessions. Exergaming represents a home-based option for accumulating minutes of moderate-to-vigorous physical activity that is feasible for and acceptable to adults with DS.
期刊介绍:
Disability and Health Journal is a scientific, scholarly, and multidisciplinary journal for reporting original contributions that advance knowledge in disability and health. Topics may be related to global health, quality of life, and specific health conditions as they relate to disability. Such contributions include:
• Reports of empirical research on the characteristics of persons with disabilities, environment, health outcomes, and determinants of health
• Reports of empirical research on the Systematic or other evidence-based reviews and tightly conceived theoretical interpretations of research literature
• Reports of empirical research on the Evaluative research on new interventions, technologies, and programs
• Reports of empirical research on the Reports on issues or policies affecting the health and/or quality of life for persons with disabilities, using a scientific base.