Evidence map›Paper›PMID 30707098›Full record

ArticleJMIR serious games2019

Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.

Laurie A Malone, Mohanraj Thirumalai, Sangeetha Padalabalanarayanan, Whitney N Neal, Sean Bowman, Tapan Mehta

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02994199 (Use of Adapted Controllers for Active Video Gaming), which is not on this map. Cited by 14 papers.

0numbers the graph read from it
0cells of the map it votes in
14citing papers in PubMed
2.6field-weighted citation impact, top 10% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT02994199 nacompletednot on this map

Use of Adapted Controllers for Active Video Gaming (Interactive Exercise and Recreation Technologies and Exercise Physiology Benefiting People With Disabilities)

TypeinterventionalSponsorUniversity of Alabama at BirminghamRan2016 to 2021Enrolled105ConditionsPhysical DisabilityArmsActive video gaming
3 · Its place in the literature

Who cites it

14 citing papers in PubMed, 24 citations in OpenAlex.

  1. Article
  2. Article
  3. Article
  4. Article
  5. Review
  6. Article
  7. Article
  8. Article
  9. Article
  10. Article
  11. Article
  12. Article
  13. Article
  14. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 1 institution in 1 country.

Laurie A MaloneUniversity of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.ORCID http://orcid.org/0000-0001-9426-6325
Mohanraj ThirumalaiUniversity of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.ORCID http://orcid.org/0000-0001-9768-3829
Sangeetha PadalabalanarayananUniversity of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.ORCID http://orcid.org/0000-0002-8567-9571
Whitney N NealUniversity of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.ORCID http://orcid.org/0000-0002-8019-3759
Sean BowmanUniversity of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.ORCID http://orcid.org/0000-0003-0171-290X
Tapan MehtaUniversity of Alabama at Birmingham/Lakeshore Foundation Research Collaborative, Birmingham, AL, United States.ORCID http://orcid.org/0000-0002-2016-2344
University of Alabama at Birmingham · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundIndividuals with physical disabilities have fewer opportunities to participate in enjoyable physical activity. One option for increasing physical activity is playing active video games (AVGs); however, many AVGs are inaccessible or offer limited play options.

objectiveThis study aimed to examine energy expenditure and enjoyment in adults with mobility impairment during AVG play using off-the-shelf (OTS) and adapted versions of the Wii Fit balance board (Nintendo).

methodsDuring visit 1, participants completed a functional assessment and the familiarization period. During visit 2, metabolic data were collected during a 20-minute baseline and four 10-minute bouts of Wii Fit Plus game play, with two bouts on each of the boards. During the resting period, participants completed the Physical Activity Enjoyment Scale (PACES). Statistical analyses were computed using SPSS software. Data were analyzed separately for individuals who were able to play while standing on both boards (StdStd); those who could not play while standing on the OTS board, but were able to play while standing on the adapted board (aStd); and those who could only play while sitting on the adapted board (aSit).

resultsData were collected for 58 participants (StdStd, n=17; aStd, n=10; aSit, n=31). The sample included 31 men and 27 women with a mean age of 41.21 (SD 12.70) years. Energy expenditure (metabolic equivalent [MET]) during game play was significantly greater than that during rest for all players. Only 17 participants (StdStd group) were able to play using the OTS board. During game play on the adapted board, the average MET values for the two game sets were 2.261 (SD 0.718) kcal/kg/hour and 2.233 (SD 0.751) kcal/kg/hour for the aSit group, 3.151 (SD 1.034) and 2.990 (SD 1.121) for the aStd group, and 2.732 (SD 0.655) and 2.777 (SD 0.803) for the StdStd group. For game play on the adapted board, self-reported ratings of perceived exertion on a 0-10 scale suggested greater exercise intensity levels, with median scores ranging from moderate (3) to very hard (7). The PACES scores indicated that all players enjoyed using the adapted board, with a median score of 4 on a 5-point scale.

conclusionsThe adapted Wii Fit balance board provided an opportunity for individuals with mobility impairments, including wheelchair users, to engage in AVG. All participants were able to utilize the adapted controller and enjoyed the AVG activity. Although the average MET values achieved during AVG represented light-intensity exercise (<3 METs), 16% of sitting participants and 41% of standing participants achieved moderate-intensity exercise (3-6 METs) in at least one of the games. Factors not accounted for, which may have influenced the intensity of exercise, include game selection, limited familiarization period, and discomfort wearing the COSMED portable metabolic system for measurement of oxygen consumption. Accessible AVG controllers offer an innovative approach to overcome various barriers to participation in physical activity. The next steps include assessment of an AVG intervention using an adapted board gaming controller on health and fitness outcomes.

trial registrationClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199 (Archived by Webcite at http://www.webcitation.org/75fc0mN39).

Indexed as

disabilityenergy expenditureenjoymentexerciseexergamingphysical activityvideo games

Identifiers

PMID30707098
PMCPMC6376329
OpenAlexW2908276293

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.