Physiological response during activity programs using Wii-based video games in patients with cystic fibrosis (CF)
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Publication date
2014
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Elsevier B.V.
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del Corral T, Percegona J, Seborga M, Rabinovich RA, Vilaró J. Physiological response during activity programs using Wii-based video games in patients with cystic fibrosis (CF). J Cyst Fibros. 2014 Dec;13(6):706-11. doi: 10.1016/j.jcf.2014.05.004. Epub 2014 Jun 13. PMID: 24935613.
Abstract
Patients with cystic fibrosis (CF) are characterized by an abnormal ventilation response that limits the exercise capacity. Exercise training
increases exercise capacity, decreases dyspnea and improves health-related quality of life in CF. Adherence to pulmonary rehabilitation programs
is a key factor to guarantee optimal benefits and a difficult goal in this population.
The aim of this study was to determine the physiological response during three Nintendo Wii™ video game activities (VGA) candidates to be
used as training modalities in patients with CF.
Method: 24 CF patients (age 12.6 ± 3.7 years; BMI 18.8 ± 2.9 kg m−2; FEV1 93.8 ± 18.8 %pred) were included.
All participants performed, on two separate days, 3 different VGA: 1) Wii Fit Plus (Wii-Fit); 2) Wii Active (Wii-Acti), and 3) Wii Family Trainer
(Wii-Train), in random order during 5 min. The obtained results were compared with the 6-min walk test (6MWT). The physiological variables [oxygen
uptake (VO2), minute ventilation (VE), and heart rate (HR)] were recorded using a portable metabolic analyzer.
Results: During all VGA and 6MWT, VO2 reached a plateau from the 3rd min. Compared with the 6MWT (1024.2 ± 282.2 mL m−1), Wii-Acti
(1232.2 ± 427.2 mL m−1) and Wii-Train (1252.6 ± 360.2 mL m−1) reached higher VO2 levels during the last 3 min (p b 0.0001 in both cases), while
Wii-Fit (553.8 ± 113.2 mL m−1) reached significantly lower levels of VO2 (p b 0.001). Similar effects were seen for the ventilatory volume (VE). No
differences in dyspnea and oxygen saturation were seen between the different modalities. All patients were compliant with all three Wii™ modalities.
Conclusion: Active video game are well tolerated by patients with CF. All the modalities evaluated imposed a constant load but were associated with
different physiological responses reflecting the different intensities imposed. Wii-Acti and Wii-Train impose a significantly high metabolic demand
comparable to the 6MWT. Further research is needed to evaluate the effects of VGA as a training program to increase exercise capacity for CF patients.