학술논문

Exercise intensity of active video gaming in cerebral palsy: hip- versus wrist-worn accelerometer data.
Document Type
Article
Source
Developmental Neurorehabilitation. Oct2022, Vol. 25 Issue 7, p479-484. 6p. 3 Charts.
Subject
*ACCELEROMETERS
*EXERCISE intensity
*DESCRIPTIVE statistics
*VIDEO games
*CEREBRAL palsy
Language
ISSN
1751-8423
Abstract
The aim of this study was to compare exercise intensity of active video games (AVGs) between hip- and wrist-worn accelerometer data in cerebral palsy (CP). Twenty children and adolescents (9.35 ± 3.71 years) with CP performed two exercise sessions, completing a standardized series of AVGs. Exercise intensity was collected, while one accelerometer was fitted to wrist and hip in separate, counterbalanced sessions. Accelerometer counts per minute and cut-points determined were significantly different between the wrist- and hip-worn outputs (p <.001). Metabolic equivalents (METs) of performing AVGs exceeded the three METs moderate intensity threshold in wrist-worn (3.12 ± 0.86) accelerometer and hip-worn data tend to underestimate intensity (1.16 ± 0.08). Previous studies showed METs required to perform AVGs were related to moderate intensity (3–6 METs) in CP with mild deficits. Wrist-worn accelerometer, exceeding 3 METs, seem to have higher accuracy in measuring exercise intensity of AVGs than hip-worn. [ABSTRACT FROM AUTHOR]