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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MDPI AG
2021
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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) |
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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 |
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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 |
work_keys_str_mv |
AT hanhunghuang activevideogameprogramforpeoplewithtype2diabetesapilotstudy AT briannagathright activevideogameprogramforpeoplewithtype2diabetesapilotstudy AT rachelholik activevideogameprogramforpeoplewithtype2diabetesapilotstudy AT hannahiverson activevideogameprogramforpeoplewithtype2diabetesapilotstudy AT emilysaville activevideogameprogramforpeoplewithtype2diabetesapilotstudy AT drewacurtis activevideogameprogramforpeoplewithtype2diabetesapilotstudy |
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