Single group experimental study
Active Video Game Play in Children with Cerebral Palsy: Potential for Physical Activity Promotion and Rehabilitation Therapies
Howcroft, J., Klejman, S., Fehlings, D., Wright, V., Zabjek, K., Andrysek, J., & Biddiss, E. Arch Phys Med Rehabil Vol 93, August 2012; pp.1448 – 1456
Link to abstract: www.ncbi.nlm.nih.gov/pubmed/22571917
Objective: How much energy do children with cerebral palsy expend and how much enjoyment do they find in active video games (AVG)?
Method: 17 children with mean age 9.43 years, GMFCS level 1, played 4 active video games for 8 minutes.
Findings: Children were instrumented with portable cardiopulmonary and optical motion capture equipment, and single differential surface electrodes. Moderate levels of physical activity; 3.2 and 3.36 METs (metabolic equivalent for task) were recorded, as was a high level of enjoyment; 4.5 out of 5 on the PACES (physical activity enjoyment scale). This study elicited differences across dominant and hemiplegic limbs’ range of movements, angular velocity and acceleration.
“Children with mild levels of cerebral palsy can attain moderate levels of physical activity during AVG play with games that require full body movements”. AVGs have the benefits of promoting physical activities and securing higher engagement in physical rehabilitation therapies.