Abstract

The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and flexibility. Psychological outcome measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF. Participants demonstrated a moderate level of exercise intensity during AVG based on average HR and RPE. HbA1c, BP, and lower extremity muscle strength were improved, but were not statistically significant. The changes on psychological assessment were not significant. However, most participants demonstrated positive behavior and attitudes toward health and physical activity at one-month follow-up. This pilot study demonstrated that the AVG program might be an effective and alternative way of exercise for people with T2D. A future RCT is warranted to determine the physical and psychological effects of AVG on T2D population.

Highlights

  • Diabetes is an increasingly prevalent medical condition affecting 34.2 million people (10.5% of the population) in the United States [1]

  • One meta-analysis that looked at 42 randomized control trials (RCT) found similar results, including improved blood pressure (BP) control, decreased low-density lipoprotein cholesterol (LDL-C), and elevated high-density lipoprotein cholesterol (HDL-C) levels among people with diabetes [4]

  • There were no significant differences between the three evaluation sessions on measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF

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Summary

Introduction

Diabetes is an increasingly prevalent medical condition affecting 34.2 million people (10.5% of the population) in the United States [1]. Physical activity and exercise have been recommended to prevent and manage T2D [2]. In the United States, older adults with diabetes were reported to be 31–34% less likely to achieve the recommended physical activity guidelines and 13–19% less likely to achieve sufficient amounts of physical activity compared to adults without diabetes [5]. Several barriers to exercise exist among people with diabetes and have been identified through various studies. These barriers include poor health, lack of company, lack of interest, lack of time, lack of social support, cost, transportation, body image and embarrassment, access to facilities, and diabetes specific barriers, such as insufficient knowledge about managing diabetes and diabetic complications while exercising [3,6]

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