The Breath project (Project Number: 2022-1-PL01-KA220-HED-000089283) has been Co-funded by the European Union. Views and opinions expressed are however those of the author or authors only and do not necessarily reflect those of the European Union or the Foundation for the Development of the Education System. Neither the European Union nor the entity providing the grant can be held responsible for them.

Effectiveness of an active video game program at home for young cystic fibrosis patients

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Institution
Universidad Autónoma de Madrid
Institution Typology
University
Country
Spain
Description
Intervention project: The home training protocol consisted of 30 to 60 minute sessions, 5 days/week, for 6 weeks, using a Nintendo Wii™ platform. Nintendo WiiTM platform with the game EA SPORTSTM ACTIVE 2. This game involved activities such as running, squats, lunges and bicep curls. The game is supervised by a virtual personal trainer and includes a heart rate (HR) monitor. People involved: Thirty-nine children, Control group, n = 20 and Training group, n = 19. Barriers identified: Exercise capacity is limited by several factors in CF, including lung function (ventilatory limitation) and peripheral muscle dysfunction (including muscle strength and endurance). Sustainability: These results suggest that active video games (AVGs) could be incorporated into pulmonary rehabilitation programs for children and adolescents with CF; however, the greatest benefits would be produced over short periods of time (up to 6 weeks) to ensure adherence. Transferability: The feasibility of using this system at home is supported by these results. The approach can be adapted to other respiratory diseases or conditions and in other countries or demographic groups.
Disease
Cystic Fibrosis
Activity level
Medium
Activity Typology
Home-based activities
Motivation Tools
Not available

Innovation
Exercise-based rehabilitation is already part of the treatment of cystic fibrosis (CF); however, patient compliance is low.



To evaluate the effectiveness of a home exercise program using active video games (AVGs) as a training modality for children and adolescents with CF.

Evaluation System
Exercise capacity was measured using the 6-minute walk test (6MWT) and the modified shuttle walk test (MSWT); muscle strength was estimated using the horizontal jump test (HJT), the medicine ball throw (MBT) and handgrip strength (right [RHG]; left [LHG]); and quality of life was assessed using the Cystic Fibrosis Questionnaire-Revised (CFQ-R). All the children were assessed at baseline, after rehabilitation and at 12 months.







For the ANOVA tests of group × time interaction, the AVGG showed significant differences between the groups in exercise capacity: longest 6MWT walking distance, 38.4 m (p < 0.01); longest MSWT walking distance, 78.4 m (p < 0.05); and muscle strength: HJT 9.8 cm, MBT 30.8 cm, RHG 7 kg and LHG 6.5 kg (p < 0.01), before versus after the intervention. The CFQ-R showed significantly higher scores in respiratory symptoms after the intervention and favored AVGG, and there was an improvement in other domains after 12 months. Adherence to the home exercise program was 95% during the 6-week intervention period.

Assessment
A home-based program using AVGs can effectively improve exercise capacity, muscle strength and quality of life in the short term in children and adolescents with CF. The effects of the training on muscle performance and quality of life were maintained over 12 months.
References
Del Corral, T., Cebrià i Iranzo, M. À., López-de-Uralde-Villanueva, I., Martínez-Alejos, R., Blanco, I., & Vilaró, J. (2018). Effectiveness of a home-based active video game programme in young cystic fibrosis patients. Respiration, 95(2), 87-97. doi.org/10.1159/000481264" target="_blank">doi.org/10.1159/000481264" target="_blank">doi.org/10.1159/000481264" target="_blank">doi.org/10.1159/000481264

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Alexis Fabelo Navarro, ULPGC - Spain (ES)
Un estudio muy interesante con un enfoque innovador.

Sánchez Cristina, Universidad de Las Palmas de Gran Canaria - Spain (ES)
Es una propuesta innovadora con gran potencial terapéutico. Los videojuegos activos pueden ser una opción efectiva y motivadora para mejorar la condición física y la calidad de vida en niños con fibrosis quística.

Desiree Leon Cardenes, Universidad de Las Palmas de Gran Canaria - Spain (ES)
Este estudio muestra que usar videojuegos, tecnología con impacto en la actualidad, de manera activa en casa, con herramientas como la Nintendo Wii, para ayudar a niños con fibrosis quística a mejorar su condición física, fuerza y bienestar general, con buenos resultados incluso un año después y una muy buena participación durante el programa.

Isabel Alonso Pulido, Organización Universidad de Las Palmas de Gran Canaria - Spain (ES)
Es una manera perfecta de que los niños hagan su tratamiento, aumento su adherencia y participación.

Susana Da Silva , Universidad de Las Palmas de Gran Canaria - Spain (ES)
Me resulta muy interesante la incorporación de los videojuegos en la rehabilitación, ya que de este modo adaptas el tratamiento a las necesidades del paciente y potencias la participación, ya que a un niño le resulta más estimulante un juego que estar en un gimnasio haciendo ejercicios con máquinas o herramientas más tradicionales.

Irene Dominguez Santana, Universidad de Las Palmas - Spain (ES)
Es la manera ideal de aportar adherencia al tratamiento en niños

Cláudia Ferreira, ULSSM - Portugal (PT)
Technology is used as a tool that enables engagement, motivation and satisfaction, while has real effects, increasing well-being and quality of life.

Carla Raposo, ULSSM - Portugal (PT)
Innovative study, with greater adherence capacity in the child population. Probably with interest, adaptability and results in groups of people with other chronic respiratory diseases.

Paulina Jabłońska , UO - Poland (PL)
Artykul wartosciowy pokazujacy jak nowe technologie pomagaja z choroba jaka jest mukowistydoza

Joanna Gabor, UO - Poland (PL)
Bardzo intrygujacy artykul.

Małgorzata Petryszyn, Uniwersytet Opolski - Poland (PL)
It’s a great way to keep children active and entertained!

Kasia Orłowska, Uniwersytet Opolski - Poland (PL)
In my opinion, it’s perfect solution for kids, to their rehabilitation was fun and save