Exercise intensity of active video gaming in cerebral palsy: hip- versus wrist-worn accelerometer data


Kaya Ciddi P., YILMAZ Ö.

DEVELOPMENTAL NEUROREHABILITATION, 2022 (Peer-Reviewed Journal) identifier identifier identifier

  • Publication Type: Article / Article
  • Publication Date: 2022
  • Doi Number: 10.1080/17518423.2022.2099028
  • Journal Name: DEVELOPMENTAL NEUROREHABILITATION
  • Journal Indexes: Science Citation Index Expanded, Scopus, Academic Search Premier, CINAHL, EMBASE, ERIC (Education Resources Information Center), MEDLINE, Psycinfo
  • Keywords: accelerometer, active video gaming, cerebral palsy, exercise intensity, GROSS MOTOR FUNCTION, PHYSICAL-ACTIVITY, ENERGY-EXPENDITURE, VIRTUAL-REALITY, GAME PLAY, CHILDREN, PEOPLE, YOUTH, REHABILITATION, CLASSIFICATION

Abstract

Objective The aim of this study was to compare exercise intensity of active video games (AVGs) between hip- and wrist-worn accelerometer data in cerebral palsy (CP). Methods Twenty children and adolescents (9.35 +/- 3.71 years) with CP performed two exercise sessions, completing a standardized series of AVGs. Exercise intensity was collected, while one accelerometer was fitted to wrist and hip in separate, counterbalanced sessions. Results Accelerometer counts per minute and cut-points determined were significantly different between the wrist- and hip-worn outputs (p < .001). Metabolic equivalents (METs) of performing AVGs exceeded the three METs moderate intensity threshold in wrist-worn (3.12 +/- 0.86) accelerometer and hip-worn data tend to underestimate intensity (1.16 +/- 0.08). Conclusions Previous studies showed METs required to perform AVGs were related to moderate intensity (3-6 METs) in CP with mild deficits. Wrist-worn accelerometer, exceeding 3 METs, seem to have higher accuracy in measuring exercise intensity of AVGs than hip-worn.