title: Exercise intensity levels in children with cerebral palsy while playing with an active video game console.
abstract: BACKGROUND
  Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy.
  
  
  OBJECTIVE
  The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console.
  
  
  METHODS
  This was a cross-sectional study.
  
  
  METHODS
  Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games.
  
  
  RESULTS
  No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game.
  
  
  CONCLUSIONS
  A limitation of this study was the relatively small and heterogeneous sample.
  
  
  CONCLUSIONS
  For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.
authors.affiliation: M. Robert, MSc, Centre de Réadaptation Marie Enfant, CHU Sainte-Justine, Montréal, Québec, Canada.
authors.forename: Maxime
authors.initials: M
authors.lastname: Robert
authors.forename: Laurent
authors.initials: L
authors.lastname: Ballaz
authors.forename: Raphael
authors.initials: R
authors.lastname: Hart
authors.forename: Martin
authors.initials: M
authors.lastname: Lemay
mesh_terms: D000704:Analysis of Variance; D002547:Cerebral Palsy / Q000503:physiopathology* / Q000534:rehabilitation*; D002648:Child; D003430:Cross-Sectional Studies; D004185:Disability Evaluation; D015444:Exercise / Q000502:physiology*; D005260:Female; D006339:Heart Rate / Q000502:physiology; D006801:Humans; D016014:Linear Models; D008297:Male; D051346:Mobility Limitation; D018910:Video Games