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Active video gaming improves body coordination in survivors of childhood brain tumours.

Sabel, Magnus; Sjölund, Anette; Broeren, Jürgen; Arvidsson, Daniel LU ; Saury, Jean-Michel; Blomgren, Klas; Lannering, Birgitta and Emanuelson, Ingrid (2016) In Disability and Rehabilitation 38(21). p.2073-2084
Abstract
Purpose We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children's physical functioning improved. Methods Thirteen children, aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet coaching sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating... (More)
Purpose We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children's physical functioning improved. Methods Thirteen children, aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet coaching sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating participants before and after the intervention period, as well as comparing the randomisation groups after the first period. Results All patients completed the study. AVG sessions (mean duration 47 minutes) were performed on 72% of all days. Mean EE level during AVG sessions was 3.0 MET, corresponding to moderate physical activity. The Body Coordination score improved by 15% (p = 0.021) over the intervention period. Conclusions In this group of childhood brain tumour survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination. Implications for Rehabilitation Childhood brain tumour survivors frequently have cognitive problems, inferior physical functioning and are less physically active compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body Coordination. (Less)
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author
organization
publishing date
type
Contribution to journal
publication status
published
subject
in
Disability and Rehabilitation
volume
38
issue
21
pages
12 pages
publisher
Taylor & Francis
external identifiers
  • pmid:26728453
  • scopus:84953253934
  • wos:000381539600011
ISSN
0963-8288
DOI
10.3109/09638288.2015.1116619
language
English
LU publication?
yes
id
4f5a49f6-11ac-4c84-9b52-384952aeca86 (old id 8593273)
alternative location
http://www.ncbi.nlm.nih.gov/pubmed/26728453?dopt=Abstract
date added to LUP
2016-02-01 19:28:18
date last changed
2017-10-01 04:58:09
@article{4f5a49f6-11ac-4c84-9b52-384952aeca86,
  abstract     = {Purpose We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children's physical functioning improved. Methods Thirteen children, aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet coaching sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating participants before and after the intervention period, as well as comparing the randomisation groups after the first period. Results All patients completed the study. AVG sessions (mean duration 47 minutes) were performed on 72% of all days. Mean EE level during AVG sessions was 3.0 MET, corresponding to moderate physical activity. The Body Coordination score improved by 15% (p = 0.021) over the intervention period. Conclusions In this group of childhood brain tumour survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination. Implications for Rehabilitation Childhood brain tumour survivors frequently have cognitive problems, inferior physical functioning and are less physically active compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body Coordination.},
  author       = {Sabel, Magnus and Sjölund, Anette and Broeren, Jürgen and Arvidsson, Daniel and Saury, Jean-Michel and Blomgren, Klas and Lannering, Birgitta and Emanuelson, Ingrid},
  issn         = {0963-8288},
  language     = {eng},
  number       = {21},
  pages        = {2073--2084},
  publisher    = {Taylor & Francis},
  series       = {Disability and Rehabilitation},
  title        = {Active video gaming improves body coordination in survivors of childhood brain tumours.},
  url          = {http://dx.doi.org/10.3109/09638288.2015.1116619},
  volume       = {38},
  year         = {2016},
}