Exercise intensity during exergaming in wheelchair-dependent persons with SCI

Matthijs Wouda, Jon-Arve Gaupseth, Espen Bengtson,Truls Johansen, Espen Brembo,Eivind Lundgaard

crossref(2022)

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摘要
Abstract Study design Cross-sectional study Objectives It is challenging for persons with SCI, especially those who are wheelchair dependent, to find suitable and motivating aerobic exercise modes. Exergaming might be a good option, since it is relatively cheap and can be played at home, alone or with others. However, it is unknown if exergaming is performed at a sufficient exercise intensity. Setting Sunnaas Rehabilitation Hospital, Norway. Methods Twenty-two men and two women (n = 24) with chronic SCI (AIS A-C), all wheelchair users, were included during inpatient rehabilitation. All participant performed a maximal arm-cranking test (pretest), while measuring peak oxygen uptake (VO2peak) and peak heart rate (HRpeak). The day after they had a practice playing session with three different exergames (X-box Kinect, Fruit Ninja; Nintendo Wii, Wii Sports Boxing; VR Oculus Rift, boxing). The following day, participants played each exergame for 15 minutes. During these 45 minutes of exergaming, exercise intensity, based on VO2peak and HRpeak from the pretest, was monitored. Results Approximately 30 of the 45 minutes of exergaming was performed at moderate or high intensity. Participants exercised on average 24 (> 50–80% VO2peak) or 14 (> 70–85% HRpeak) minutes at moderate intensity and seven (> 80% VO2peak) or 15 (> 85% HRpeak) minutes at high intensity. Conclusions The participants were able to exercise at moderate or high intensity during exergaming in a considerable amount of time. Exergaming seems to be suitable for aerobic exercise at an intensity that can provide health benefits in wheelchair-dependent persons with SCI.
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