Physiological responses during active video games in spinal cord injury: a preliminary study

Physiother Theory Pract. 2022 Oct;38(10):1373-1380. doi: 10.1080/09593985.2020.1852635. Epub 2020 Dec 10.

Abstract

Objectives: Investigate the physiological responses to active video games (AVG) in individuals with spinal cord injury by comparing oxygen consumption (VO2) and heart rate (HR) during an AVG session and at the ventilatory thresholds (i.e., anaerobic threshold and respiratory compensation point); and by calculating the session energy expenditure (EE).

Method: Eight paraplegic individuals with spinal cord injury underwent cardiopulmonary exercise tests in an arm cycle ergometer to determine ventilatory thresholds. Then, they underwent three experimental sessions: two of AVG (4 sets of 3 min of Tennis and 4 min of Boxing) and one control (watching a movie). HR and VO2 were continuously measured, and the total energy expenditure was calculated from it.

Results: HR and VO2 were similar in both AVG sessions and higher than in the control session (p < .05). Mean HR and VO2 in Tennis and Boxing were, respectively, 100 ± 7 and 114 ± 9 bpm and 7.9 ± 1.2 and 10.3 ± 1.4 ml.kg-1.min-1.HR and VO2 during both games did not differ significantly from the anaerobic threshold (121 ± 2 bpm and 10.6 ± 1.0 ml.kg-1.min-1, p > .05). Mean energy expenditure during the AVG sessions was 2.4 METS, while the total was 136 kcal.

Conclusion: The AVG generated an aerobic stimulus equivalent to the anaerobic threshold that increased basal metabolism 2.6 times, characterizing a low-intensity aerobic exercise.

Keywords: Paraplegic; energy expenditure; heart rate; oxygen consumption; virtual reality.

MeSH terms

  • Energy Metabolism / physiology
  • Exercise / physiology
  • Heart Rate / physiology
  • Humans
  • Oxygen Consumption / physiology
  • Spinal Cord Injuries*
  • Video Games*