The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review

被引:2
|
作者
Sawa, Ryuichi [1 ]
Saitoh, Masakazu [1 ]
Morisawa, Tomoyuki [1 ]
Takahashi, Tetsuya [1 ,2 ]
Morimoto, Yuh [3 ]
Kagiyama, Nobuyuki [2 ,4 ]
Kasai, Takatoshi [2 ,4 ]
Dinesen, Birthe [5 ]
Daida, Hiroyuki [1 ,2 ,4 ]
机构
[1] Juntendo Univ, Fac Hlth Sci, Dept Phys Therapy, Tokyo, Japan
[2] Juntendo Univ, Fac Hlth Sci, Dept Digital Hlth & Telemed Res & Dev, Tokyo, Japan
[3] Juntendo Univ, Fac Hlth Sci, Tokyo, Japan
[4] Juntendo Univ, Grad Sch Med, Dept Cardiovasc Biol & Med, Tokyo, Japan
[5] Aalborg Univ, Dept Hlth Sci & Technol, Lab Welf Technol Telehlth & Telerehabil, Sport Sci Performance & Technol, Aalborg, Denmark
来源
JMIR SERIOUS GAMES | 2022年 / 10卷 / 01期
关键词
active video game; cardiac rehabilitation; physical exercise; rehabilitation; serious games; CVD; AVG; cardiovascular disease; exercise; safety; adherence; PHYSICAL-ACTIVITY; ENERGY-EXPENDITURE; NINTENDO WII; OLDER-ADULTS; HOME; EXERCISE; HEALTH; PARTICIPATION; INDIVIDUALS; ASSOCIATION;
D O I
10.2196/31974
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Commercially available active video games (AVGs) have recently been used for rehabilitation in some specific patient populations but rarely in those with cardiovascular disease (CVD). Commercially available AVGs are designed to increase motivation for continuous play, which could be applicable to the long-term cardiac rehabilitation process. Objective: The objective of this scoping review was to assess the effectiveness of AVG-induced physical exercise, safety management, and patient adherence by applying commercially available AVGs to cardiac rehabilitation. Methods: Four databases (CINAHL, MEDLINE, PubMed, and SPORTDiscus) were searched for all years up to August 12, 2020. Articles were retained if they were written in English, included patients with CVD who were aged 18 years or older, and used AVGs as part of a physical exercise program. The included studies were then evaluated from the viewpoints of effectiveness as physical exercise, safety, and adherence management. Results: Among 120 nonduplicate articles reviewed, 5 (4.2%) were eligible for inclusion, of which 3 (2.5%) were reported by the same research group. The AVG consoles used were Xbox Kinect and Nintendo Wii, and sports-related programs were adopted for the intervention. No adverse cardiac events occurred in the identified studies, and dropout rates tended to be low. Conclusions: AVGs appear to be safe and feasible for promoting an active lifestyle in patients with CVD. However, the effectiveness of AVGs alone as a therapeutic exercise to improve physical function may be limited.
引用
收藏
页数:13
相关论文
共 50 条
  • [1] Vestibular rehabilitation potential of commercially available virtual reality video games
    Heffernan, Austin
    Booth, Lindsay
    Fletcher, Roland
    Nunez, Desmond A.
    [J]. JOURNAL OF OTOLARYNGOLOGY-HEAD & NECK SURGERY, 2023, 52 (01)
  • [2] Vestibular rehabilitation potential of commercially available virtual reality video games
    Austin Heffernan
    Lindsay Booth
    Roland Fletcher
    Desmond A. Nunez
    [J]. Journal of Otolaryngology - Head & Neck Surgery, 52
  • [3] Commercially available interactive vide games in burn rehabilitation: therapeutic potential
    Parry, Ingrid S.
    Bagley, Anita
    Kawada, Jason
    Sen, Soman
    Greenhalgh, David G.
    Palmieri, Tina L.
    [J]. BURNS, 2012, 38 (04) : 493 - 500
  • [4] A Structured Review of Commercially Available Cardiac Rehabilitation mHealth Applications Using the Mobile Application Rating Scale
    Meddar, John M.
    Ponnapalli, Aditya
    Azhar, Rimsha
    Turchioe, Meghan Reading
    Duran, Andrea Tiana
    Creber, Ruth Masterson
    [J]. JOURNAL OF CARDIOPULMONARY REHABILITATION AND PREVENTION, 2022, 42 (03) : 141 - 147
  • [5] Research opportunities in the application of blockchain in video games: A scoping review
    Arnedo-Moreno, Joan
    Garcia-Font, Victor
    [J]. 2022 IEEE INTERNATIONAL CONFERENCE ON OMNI-LAYER INTELLIGENT SYSTEMS (IEEE COINS 2022), 2022, : 7 - 11
  • [6] A scoping review of video gaming in rehabilitation
    Ravenek, Kelly E.
    Wolfe, Dalton L.
    Hitzig, Sander L.
    [J]. DISABILITY AND REHABILITATION-ASSISTIVE TECHNOLOGY, 2016, 11 (06) : 445 - 453
  • [7] The potential psychological benefits of active video games in the rehabilitation of musculoskeletal injuries and deficiencies
    Arvinen-Barrow, Monna
    Manley, Andrew
    Maresh, Nathan
    [J]. PHYSICAL THERAPY REVIEWS, 2014, 19 (06) : 410 - 439
  • [8] The end of active video games and the consequences for rehabilitation
    Bonnechere, Bruno
    Omelina, Lubos
    Kostkova, Katarina
    Jan, Serge Van Sint
    Jansen, Bart
    [J]. PHYSIOTHERAPY RESEARCH INTERNATIONAL, 2018, 23 (04)
  • [9] Virtual reality and video games in cardiac rehabilitation programs. A systematic review
    Garcia-Bravo, Sara
    Cuesta-Gomez, Alicia
    Campuzano-Ruiz, Raquel
    Jesus Lopez-Navas, Maria
    Dominguez-Paniagua, Joaquin
    Araujo-Narvaez, Aurora
    Barrenada-Copete, Estrella
    Garcia-Bravo, Cristina
    Tomas Florez-Garcia, Mariano
    Botas-Rodriguez, Javier
    Cano-de-la-Cuerda, Roberto
    [J]. DISABILITY AND REHABILITATION, 2021, 43 (04) : 448 - 457
  • [10] Exploring serious games for stroke rehabilitation: a scoping review
    Mubin, Omar
    Alnajjar, Fady
    Al Mahmud, Abdullah
    Jishtu, Nalini
    Alsinglawi, Belal
    [J]. DISABILITY AND REHABILITATION-ASSISTIVE TECHNOLOGY, 2022, 17 (02) : 159 - 165