Exercise intensity of active video gaming in cerebral palsy: Hip- versus wrist-worn accelerometer data
| dc.authorid | 0000-0002-7611-0527 | |
| dc.contributor.author | Kaya Ciddi, Pınar | |
| dc.contributor.author | Yılmaz, Öznur | |
| dc.date.accessioned | 2022-11-21T14:00:11Z | |
| dc.date.available | 2022-11-21T14:00:11Z | |
| dc.date.issued | 2022 | |
| dc.department | İstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Fizyoterapi ve Rehabilitasyon Bölümü | |
| dc.description.abstract | Objective The aim of this study was to compare exercise intensity of active video games (AVGs) between hip- and wrist-worn accelerometer data in cerebral palsy (CP). Methods Twenty children and adolescents (9.35 +/- 3.71 years) with CP performed two exercise sessions, completing a standardized series of AVGs. Exercise intensity was collected, while one accelerometer was fitted to wrist and hip in separate, counterbalanced sessions. Results Accelerometer counts per minute and cut-points determined were significantly different between the wrist- and hip-worn outputs (p < .001). Metabolic equivalents (METs) of performing AVGs exceeded the three METs moderate intensity threshold in wrist-worn (3.12 +/- 0.86) accelerometer and hip-worn data tend to underestimate intensity (1.16 +/- 0.08). Conclusions Previous studies showed METs required to perform AVGs were related to moderate intensity (3-6 METs) in CP with mild deficits. Wrist-worn accelerometer, exceeding 3 METs, seem to have higher accuracy in measuring exercise intensity of AVGs than hip-worn. | |
| dc.identifier.citation | Kaya Ciddi, P. ve Yılmaz, Ö. (2022). Exercise intensity of active video gaming in cerebral palsy: Hip- versus wrist-worn accelerometer data. Developmental Neurorehabilitation, 25(7), 479-484. https://doi.org/10.1080/17518423.2022.2099028 | |
| dc.identifier.doi | 10.1080/17518423.2022.2099028 | |
| dc.identifier.endpage | 484 | |
| dc.identifier.issn | 1751-8423 | |
| dc.identifier.issn | 1751-8431 | |
| dc.identifier.issue | 7 | |
| dc.identifier.pmid | 35815544 | |
| dc.identifier.scopus | 2-s2.0-85133834448 | |
| dc.identifier.scopusquality | Q2 | |
| dc.identifier.startpage | 479 | |
| dc.identifier.uri | https://doi.org/10.1080/17518423.2022.2099028 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12511/10004 | |
| dc.identifier.volume | 25 | |
| dc.identifier.wos | 000823582900001 | en_US |
| dc.identifier.wosquality | Q3 | |
| dc.indekslendigikaynak | Web of Science | |
| dc.indekslendigikaynak | Scopus | |
| dc.indekslendigikaynak | PubMed | |
| dc.institutionauthor | Kaya Ciddi, Pınar | |
| dc.language.iso | en | |
| dc.publisher | Taylor & Francis Ltd | |
| dc.relation.ispartof | Developmental Neurorehabilitation | en_US |
| dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | |
| dc.rights | info:eu-repo/semantics/embargoedAccess | |
| dc.subject | Accelerometer | |
| dc.subject | Active Video Gaming | |
| dc.subject | Cerebral Palsy | |
| dc.subject | Exercise Intensity | |
| dc.title | Exercise intensity of active video gaming in cerebral palsy: Hip- versus wrist-worn accelerometer data | |
| dc.type | Article |











