dc.contributor.advisor | Hussey, Juliette | |
dc.contributor.author | Forde, Cuisle | |
dc.date.accessioned | 2017-02-08T12:20:27Z | |
dc.date.available | 2017-02-08T12:20:27Z | |
dc.date.issued | 2013 | |
dc.identifier.citation | Cuisle O'Donovan, 'Potential uses for active video games in health care', [thesis], Trinity College (Dublin, Ireland). School of Medicine. Discipline of Physiotherapy, 2013, pp 360 | |
dc.identifier.other | THESIS 9876 | |
dc.identifier.uri | http://hdl.handle.net/2262/79287 | |
dc.description.abstract | Introduction: Sedentary activity and a lack of physical activity are both known risk factors for obesity and non-communicable diseases. In the past 50 years there has been a notable increase in the development and use of sedentary screen-based entertainment devices. Active video game consoles differ from other screen-based entertainment devices in that they allow players to actively interface with games through the movement of large muscle groups. Therefore playing these games can be considered a form of physical activity. The aim of this work was to explore the potential of active video games as exercise tools. Methods: This work examined the energy cost of playing active video games (AVGs) in healthy young adults and children, 30 children with obesity, and 30 children with cystic fibrosis. An investigation into how children use AVGs and whether use of these games is associated with the use of other screen-based activities, or physical activity was also carried out. Finally the potential of an AVG to be used as an aerobic exercise test was explored. In all studies investigating the energy cost of AVG play an indirect calorimeter was used to measure VO2. Results were compared with recommended guidelines for moderate intensity activity. To investigate how, and for how long children use AVGs, a questionnaire was developed and distributed to 820 children in sixth class (aged approximately 12 years) in Dublin. Finally an exercise test using the game Wii Fit Free Jogging was developed. Its construct and criterion validity were tested against results of the Bruce treadmill protocol. Results: In healthy young adults playing Wii Sports Tennis, Baseball, Boxing (single and multiplayer mode) and Xbox Kinect Reflex Ridge (single and multiplayer mode) required light intensity activity (<4.8 METs). Playing Wii Fit Free Jogging resulted in moderate intensity activity in adult, and all child cohorts tested. Results of the questionnaire conducted revealed that 85% of children had access to at least one AVG console. Of these 38% did not play with them in the week preceding completion of the questionnaire. Of the children who did play AVGs, 12% more reported playing sedentary games for AVG consoles than playing active games. Those who were physically active did not spend as much time engaging in screen-based activities as their more sedentary peers. The exercise test developed using Wii Fit Free Jogging was shown to have acceptable levels of construct validity. Despite several adjustments this test did not have criterion validity and as such could not be used to predict VO2max. Conclusion: Playing Wii Fit Free Jogging can be considered a moderate intensity activity and can be used in part fulfillment of daily physical activity guidelines. Multiplayer games may require more energy expenditure than single player games. The majority of children in Dublin have access to active video games, but do not use them regularly or in an active manner. Therefore access to such consoles is not likely to increase physical activity levels or reduce sedentary behavior. The potential health benefits of active video game use are clear. More research is needed to understand how to translate this potential into real health changes. | en |
dc.format | 1 volume | |
dc.language.iso | en | |
dc.publisher | Trinity College (Dublin, Ireland). School of Medicine. Discipline of Physiotherapy | |
dc.relation.isversionof | http://stella.catalogue.tcd.ie/iii/encore/record/C__Rb15319664 | |
dc.subject | Physiotherapy, Ph.D. | |
dc.subject | Ph.D. Trinity College Dublin | |
dc.title | Potential uses for active video games in health care | |
dc.type | thesis | |
dc.contributor.sponsor | Irish Research Council of Science Engineering and Technology | en |
dc.type.supercollection | thesis_dissertations | |
dc.type.supercollection | refereed_publications | |
dc.type.qualificationlevel | Doctoral | |
dc.type.qualificationname | Doctor of Philosophy (Ph.D.) | |
dc.rights.ecaccessrights | openAccess | |
dc.format.extentpagination | pp 360 | |
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