The effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial

dc.contributor.authorHamari L
dc.contributor.authorJärvelä LS
dc.contributor.authorLähteenmäki PM
dc.contributor.authorArola M
dc.contributor.authorAxelin A
dc.contributor.authorVahlberg T
dc.contributor.authorSalanterä S
dc.contributor.organizationfi=biostatistiikka|en=Biostatistics|
dc.contributor.organizationfi=hoitotieteen laitos|en=Department of Nursing Science|
dc.contributor.organizationfi=kliininen laitos|en=Department of Clinical Medicine|
dc.contributor.organizationfi=lastentautioppi|en=Paediatrics and Adolescent Medicine|
dc.contributor.organizationfi=tyks, vsshp|en=tyks, varha|
dc.contributor.organization-code1.2.246.10.2458963.20.27201741504
dc.contributor.organization-code1.2.246.10.2458963.20.40612039509
dc.contributor.organization-code1.2.246.10.2458963.20.61334543354
dc.contributor.organization-code1.2.246.10.2458963.20.89365200099
dc.converis.publication-id45063182
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/45063182
dc.date.accessioned2022-10-27T12:28:18Z
dc.date.available2022-10-27T12:28:18Z
dc.description.abstract<h3>Objective</h3><p>To evaluate the effect of active video games in promoting physical activity and motor performance, and reducing fatigue in children with cancer. A randomized controlled trial was conducted. The intervention included playing Nintendo Wii™Fit (Nintendo Co., Ltd., Kyoto, Japan) for 30 min/day for 8 weeks. Physical activity was estimated with accelerometers, physical activity diaries and questionnaires. Movement-ABC2 and PedsQL™ were used to examine motor performance and fatigue. Intervention experiences and fidelity were examined with an interview.</p><h3>Results</h3><p>Participants (n = 36 children with cancer, 3–16 years-old) were randomly assigned to the intervention and control groups. The median [min–max] accelerometer counts/h (500 [131–1130] vs 385 [116–1012], p = 0.63) and physical activity min/day (34 [0–150] vs 23 [0–260], p = 0.95) did not differ between the groups. Change between the pre-test and post-test regarding motor performance and fatigue was similar in both groups (motor performance p = 0.77; fatigue p = 1.00). Participants experienced playing active video games meaningful, but the intervention was not followed completely as instructed. Overall, the physical activity levels were low and one fourth of the children had or were at risk of having movement difficulties.</p>
dc.identifier.jour-issn1756-0500
dc.identifier.olddbid175727
dc.identifier.oldhandle10024/158821
dc.identifier.urihttps://www.utupub.fi/handle/11111/31598
dc.identifier.urnURN:NBN:fi-fe2021042823966
dc.language.isoen
dc.okm.affiliatedauthorHamari, Lotta
dc.okm.affiliatedauthorJärvelä, Liisa
dc.okm.affiliatedauthorLähteenmäki, Päivi
dc.okm.affiliatedauthorAxelin, Anna
dc.okm.affiliatedauthorVahlberg, Tero
dc.okm.affiliatedauthorSalanterä, Sanna
dc.okm.affiliatedauthorDataimport, tyks, vsshp
dc.okm.discipline3122 Cancersen_GB
dc.okm.discipline3123 Gynaecology and paediatricsen_GB
dc.okm.discipline3122 Syöpätauditfi_FI
dc.okm.discipline3123 Naisten- ja lastentauditfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityDomestic publication
dc.okm.typeA1 ScientificArticle
dc.publisherSpringer nature
dc.relation.articlenumber784
dc.relation.doi10.1186/s13104-019-4821-z
dc.relation.ispartofjournalBMC Research Notes
dc.relation.volume12
dc.source.identifierhttps://www.utupub.fi/handle/10024/158821
dc.titleThe effect of an active video game intervention on physical activity, motor performance, and fatigue in children with cancer: a randomized controlled trial
dc.year.issued2019

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