Abstract
Off-the-shelf interactive video games are used in the rehabilitation of individuals post-stroke. However, the potential benefits of using the games for aerobic training have not been tested. The purpose of this preliminary study was to determine feasibility of measuring energy expenditure during interactive video gaming by individuals post-stroke and to characterize the energy demands of specific games. We used indirect calorimetry to measure energy expenditure of one healthy and two post-stroke individuals under four conditions: rest, Wii Fit Long Run, Penguin, and Wii Sports Boxing. We found that measuring interactive video gaming of people post-stroke was feasible and required mild to moderate exercise activity.
| Original language | American English |
|---|---|
| Title of host publication | 2011 International Conference on Virtual Rehabilitation, ICVR 2011 |
| DOIs | |
| State | Published - 2011 |
| Externally published | Yes |
| Event | 2011 International Conference on Virtual Rehabilitation, ICVR 2011 - Zurich, Switzerland Duration: 27 Jun 2011 → 29 Jun 2011 |
Publication series
| Name | 2011 International Conference on Virtual Rehabilitation, ICVR 2011 |
|---|
Conference
| Conference | 2011 International Conference on Virtual Rehabilitation, ICVR 2011 |
|---|---|
| Country/Territory | Switzerland |
| City | Zurich |
| Period | 27/06/11 → 29/06/11 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
Keywords
- Aerobic capacity
- Interactive video games
- Physical training
- Stroke rehabilitation
All Science Journal Classification (ASJC) codes
- Artificial Intelligence
- Biomedical Engineering
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