Abstract

ABSTRACT Objectives Investigate the physiological responses to active video games (AVG) in individuals with spinal cord injury by comparing oxygen consumption (VO2) and heart rate (HR) during an AVG session and at the ventilatory thresholds (i.e., anaerobic threshold and respiratory compensation point); and by calculating the session energy expenditure (EE). Method Eight paraplegic individuals with spinal cord injury underwent cardiopulmonary exercise tests in an arm cycle ergometer to determine ventilatory thresholds. Then, they underwent three experimental sessions: two of AVG (4 sets of 3 min of Tennis and 4 min of Boxing) and one control (watching a movie). HR and VO2 were continuously measured, and the total energy expenditure was calculated from it. Results HR and VO2 were similar in both AVG sessions and higher than in the control session (p < .05). Mean HR and VO2 in Tennis and Boxing were, respectively, 100 ± 7 and 114 ± 9 bpm and 7.9 ± 1.2 and 10.3 ± 1.4 ml.kg−1.min−1.HR and VO2 during both games did not differ significantly from the anaerobic threshold (121 ± 2 bpm and 10.6 ± 1.0 ml.kg−1.min−1, p > .05). Mean energy expenditure during the AVG sessions was 2.4 METS, while the total was 136 kcal. Conclusion The AVG generated an aerobic stimulus equivalent to the anaerobic threshold that increased basal metabolism 2.6 times, characterizing a low-intensity aerobic exercise.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.