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- W2807381444 abstract "Individuals with physical disabilities have few choices for enjoyable physical activity. One option is playing active video games (AVG), but many are inaccessible or offer limited play options. Making AVGs accessible offers an innovative approach to overcoming many barriers to participation. PURPOSE: To examine energy expenditure and enjoyment in persons with mobility impairment during AVG play using an off-the-shelf (OTS) and an adapted Wii Fit balance board (WFBB). METHODS: Participants completed a functional assessment and familiarization period. Metabolic data (COSMED) were collected during 20-minute baseline, followed by four 10-minute bouts of game play. Participants performed two 10-minute bouts of select Wii Fit Plus games on the OTS and adapted WFBB. During rest participants completed the PACES enjoyment scale. Data were analyzed by player ability game play groups: 1) both boards standing (StdStd), 2) seated OTS board, standing adapted board (xStd), and 3) seated on OTS board only (xSit). RESULTS: Sample included 58 participants, 31 men, mean age 41.21 (±12.70) yrs. Energy expenditure (METs) during game play was significantly greater than rest for all players. Only 17 participants (StdStd group) were able to play using the OTS board. During game play on the adapted WFBB average MET values for the three groups on the two game sets respectively were: xSit (n=31) 2.26±0.72, 2.23±0.75 kcal/kg/hour; xStd (n=10) 3.15±1.03, 2.99±1.12; StdStd (n=17) 2.89±0.82, 2.88±0.90. PACES scores indicated that all players enjoyed the AVGs with median scores of 4 on a 5-point scale. CONCLUSION: The adapted WFBB provided an opportunity for persons with mobility impairments, including wheelchair users, to engage in AVG. All participants were able to utilize and enjoyed the adapted WFBB activity. Although average MET values achieved during AVG represented light intensity exercise, several participants achieved moderate intensity (3-6 METs) on at least one game set. Factors not accounted for that may have influenced exercise intensity include: 1) game selection, 2) limited familiarization, and 3) discomfort wearing COSMED system. Next step includes further development of adapted gaming controller and assessment of associated health and fitness outcomes. Supported by NIDLRR grant 90RE5009-01-00." @default.
- W2807381444 created "2018-06-13" @default.
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- W2807381444 date "2018-05-01" @default.
- W2807381444 modified "2023-09-23" @default.
- W2807381444 title "Adapted Wii Fit Controller for Active Videogaming in Individuals with Mobility Impairments" @default.
- W2807381444 doi "https://doi.org/10.1249/01.mss.0000538215.92367.0e" @default.
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