Abstract

To evaluate the suitability of the Wii Fit Plus exergame as a tool to improve cardiorespiratory fitness in individuals with type 2 diabetes. Experimental cross-sectional study. Controlled laboratory. Twelve type 2 diabetic patients (10 male and 2 female; age, 60.2 ± 7.7 years; body mass index, 30.9 ± 6.2 kg/m). At baseline, all participants underwent an all-out cardiopulmonary exercise test on a treadmill to assess peak and average oxygen consumption (V[Combining Dot Above]O2peak and V[Combining Dot Above]O2mean). Forty-eight to 72 hours after the cardiopulmonary exercise test, the same parameters were assessed during three 10-minute bouts of Wii Fit Plus exergaming and converted to percentage of treadmill V[Combining Dot Above]O2peak (%V[Combining Dot Above]O2peak). V[Combining Dot Above]O2peak and V[Combining Dot Above]O2mean during Wii Fit Plus play relative to V[Combining Dot Above]O2peak achieved during the cardiopulmonary exercise test. All Wii Fit Plus exercises generated a V[Combining Dot Above]O2peak of around 60% and V[Combining Dot Above]O2mean of around 40% of the V[Combining Dot Above]O2peak as established during the cardiopulmonary exercise test. Mean heart rate and resting energy expenditure (respiratory exchange ratio) lay in a range of moderate aerobic exercise. A moderate-to-strong correlation between treadmill V[Combining Dot Above]O2peak and both exergame V[Combining Dot Above]O2peak and exergame V[Combining Dot Above]O2mean was found. Video gaming has the potential to offer training intensities that concur with established guidelines for type 2 diabetic patients. The training intensity is self-adjusting based on fitness level allowing for an effective workout for different users.

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