首页> 外文会议>International Conference on Virtual Rehabilitation >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
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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

机译:定制游戏中行程中扮演的游戏节奏视频游戏具有可比的运动强度,但更高的准确性,更高的享受,更少的努力比现成的游戏更少

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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.
机译:在脑卒中康复活动视频游戏中使用的平衡和移动性急性者的功效研究的支持,亚急性和慢性期后,中风。他们的特点以及其潜在的促进身体活动(PA)的。游戏可以专门为康复进行设计,或大量应用,如修复或促进PA的其预期的娱乐用途调整。的市售游戏的主要限制是他们缺乏运动参数定制和无法记录绩效指标是对实践有用的。然而,他们被认为具有吸引力和可促进治疗(重复和生理相关因素)的高强度。这项研究比较了在慢性期后中风玩定制康复游戏对于比较活跃的休闲视频游戏的人的表现。这项研究的目的是确定,这游戏促进更大的运动强度和更愉快,更少的付出努力。十五参与者在慢性期在中风后进行了研究。休闲游戏是在一个显著高强度发挥,无论是重复,和能量消耗,同时玩自定义游戏体验报告为更愉快,少付出努力。此外,运动精度是在自定义游戏更大。虽然强度的代谢当量(MET为)和最大心脏率%是在休闲游戏中发挥更大显著,这两场比赛在同一个强度乐队演奏了促进中等强度的运动。自定义比赛的强度对比,但在性能,享受和精力感知优越。这一发现支持力度,开发自定义游戏,以促进身体活动的人中风后。

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