Active Video Game Program for People with Type 2 Diabetes- a Pilot Study

The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kin...

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Autores principales: Han-Hung Huang, Brianna Gathright, Rachel Holik, Hannah Iverson, Emily Saville, Drew A. Curtis
Formato: article
Lenguaje:EN
Publicado: MDPI AG 2021
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Acceso en línea:https://doaj.org/article/a20dba5d857344ac867c63739646d173
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spelling oai:doaj.org-article:a20dba5d857344ac867c63739646d1732021-11-25T16:43:18ZActive Video Game Program for People with Type 2 Diabetes- a Pilot Study10.3390/app1122110462076-3417https://doaj.org/article/a20dba5d857344ac867c63739646d1732021-11-01T00:00:00Zhttps://www.mdpi.com/2076-3417/11/22/11046https://doaj.org/toc/2076-3417The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and flexibility. Psychological outcome measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF. Participants demonstrated a moderate level of exercise intensity during AVG based on average HR and RPE. HbA1c, BP, and lower extremity muscle strength were improved, but were not statistically significant. The changes on psychological assessment were not significant. However, most participants demonstrated positive behavior and attitudes toward health and physical activity at one-month follow-up. This pilot study demonstrated that the AVG program might be an effective and alternative way of exercise for people with T2D. A future RCT is warranted to determine the physical and psychological effects of AVG on T2D population.Han-Hung HuangBrianna GathrightRachel HolikHannah IversonEmily SavilleDrew A. CurtisMDPI AGarticleactive video gameexergamingtype 2 diabetesfitnessmotivationTechnologyTEngineering (General). Civil engineering (General)TA1-2040Biology (General)QH301-705.5PhysicsQC1-999ChemistryQD1-999ENApplied Sciences, Vol 11, Iss 11046, p 11046 (2021)
institution DOAJ
collection DOAJ
language EN
topic active video game
exergaming
type 2 diabetes
fitness
motivation
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
spellingShingle active video game
exergaming
type 2 diabetes
fitness
motivation
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
Han-Hung Huang
Brianna Gathright
Rachel Holik
Hannah Iverson
Emily Saville
Drew A. Curtis
Active Video Game Program for People with Type 2 Diabetes- a Pilot Study
description The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and flexibility. Psychological outcome measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF. Participants demonstrated a moderate level of exercise intensity during AVG based on average HR and RPE. HbA1c, BP, and lower extremity muscle strength were improved, but were not statistically significant. The changes on psychological assessment were not significant. However, most participants demonstrated positive behavior and attitudes toward health and physical activity at one-month follow-up. This pilot study demonstrated that the AVG program might be an effective and alternative way of exercise for people with T2D. A future RCT is warranted to determine the physical and psychological effects of AVG on T2D population.
format article
author Han-Hung Huang
Brianna Gathright
Rachel Holik
Hannah Iverson
Emily Saville
Drew A. Curtis
author_facet Han-Hung Huang
Brianna Gathright
Rachel Holik
Hannah Iverson
Emily Saville
Drew A. Curtis
author_sort Han-Hung Huang
title Active Video Game Program for People with Type 2 Diabetes- a Pilot Study
title_short Active Video Game Program for People with Type 2 Diabetes- a Pilot Study
title_full Active Video Game Program for People with Type 2 Diabetes- a Pilot Study
title_fullStr Active Video Game Program for People with Type 2 Diabetes- a Pilot Study
title_full_unstemmed Active Video Game Program for People with Type 2 Diabetes- a Pilot Study
title_sort active video game program for people with type 2 diabetes- a pilot study
publisher MDPI AG
publishDate 2021
url https://doaj.org/article/a20dba5d857344ac867c63739646d173
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AT rachelholik activevideogameprogramforpeoplewithtype2diabetesapilotstudy
AT hannahiverson activevideogameprogramforpeoplewithtype2diabetesapilotstudy
AT emilysaville activevideogameprogramforpeoplewithtype2diabetesapilotstudy
AT drewacurtis activevideogameprogramforpeoplewithtype2diabetesapilotstudy
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