Abstract

BackgroundA common leisure-time activity amongst youth and adults in the United States is video gameplay. Playing video games is typically a sedentary endeavor; however, to encourage an increased level of physical activity in an engaging and enjoyable way, active video gaming has become popular. Unfortunately, the accessibility of gaming controllers is often an issue for persons with disabilities. A commercial off-the-shelf (OTS) gaming mat was adapted to facilitate use by individuals with mobility impairments to address this issue.ObjectiveOur study aimed to examine energy expenditure, enjoyment, and gameplay experience in youth and adults with mobility impairment during active video gaming using an OTS and adapted versions of a gaming mat.MethodsThe study used an observational design. During visit 1, physical function was assessed, and participants were given a familiarization period with the gaming system. For visit 2, based on observation during the physical function tests and discussion with the participant, it was decided whether the participant would play in a standing or seated position. For standing gameplay, the mat was placed on the floor, and for seated play, the mat was placed on a height-adjustable and tilt-adjustable tabletop. Metabolic data were collected during a 20-minute baseline and four 10-minute bouts of Wii Fit Plus gameplay, with 2 bouts on each of the mats (adapted and OTS). During gameplay, the research staff observed and rated participants’ ability to use the game controller (mat) and the quality of gameplay. At the end of each game set, participants reported their rating of perceived exertion on a scale from 0 to 10. During rest, participants completed the physical activity enjoyment scale. Participants also answered additional questions regarding the system's usability with each controller (adapted mat and OTS mat). Statistical analyses were computed using Stata 16 (version 16.1; StataCorp). Linear mixed-effects maximum likelihood regression was performed separately for individuals who could play standing and for those who played seated.ResultsA convenience sample of 78 individuals with mobility impairments between the ages of 12 and 60 years (mean 39.6, SD 15.8) participated in the study. Of the sample, 48 participants played the video games in a seated position, while 30 played the games standing. Energy expenditure and heart rate tended to be higher in the OTS mat condition for seated players, while values were similar for both conditions among standing players. However, seated participants reported greater gameplay experience, and both groups exhibited a higher quality of gameplay during the adapted mat condition.ConclusionsActive video gaming using an adapted gaming mat provided an enjoyable exercise activity for individuals with mobility impairments. The use of the adapted controller provides a means by which this population can engage in light to moderate intensity active video gaming, thereby reducing sedentary leisure time.Trial RegistrationClinicalTrials.gov NCT02994199; https://clinicaltrials.gov/ct2/show/NCT02994199

Highlights

  • A common leisure-time activity amongst youth and adults in the United States is video, with 227 million video gamers across the United States [1]

  • The current study aimed to examine similar outcomes in persons with mobility impairments using OTS and adapted versions of the Wii gaming mat during active video gaming (AVG) play

  • The adapted gaming mat allowed adults and youth with mobility impairments to engage in AVG, seated or standing

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Summary

Introduction

A common leisure-time activity amongst youth and adults in the United States is video, with 227 million video gamers across the United States [1]. Recent statistics compiled by the Entertainment Software Association report that 74% of all households have at least one member who plays video games, with 67% of all adults and 76% of youth in the United States engaging in regular video gameplay [1]. Of those playing video games, 80% are adults, with an average age of 31 years. A specific genre of gameplay that moves beyond the sedentary is known as active video gaming (AVG) or exergaming Such games require large body movements of the arms or legs as opposed to the simple finger motions for standard controller operation.

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