Exercise intensity of active video gaming in cerebral palsy: Hip- versus wrist-worn accelerometer data

dc.authorid0000-0002-7611-0527
dc.contributor.authorKaya Ciddi, Pınar
dc.contributor.authorYılmaz, Öznur
dc.date.accessioned2022-11-21T14:00:11Z
dc.date.available2022-11-21T14:00:11Z
dc.date.issued2022
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Fizyoterapi ve Rehabilitasyon Bölümü
dc.description.abstractObjective 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.citationKaya 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.doi10.1080/17518423.2022.2099028
dc.identifier.endpage484
dc.identifier.issn1751-8423
dc.identifier.issn1751-8431
dc.identifier.issue7
dc.identifier.pmid35815544
dc.identifier.scopus2-s2.0-85133834448
dc.identifier.scopusqualityQ2
dc.identifier.startpage479
dc.identifier.urihttps://doi.org/10.1080/17518423.2022.2099028
dc.identifier.urihttps://hdl.handle.net/20.500.12511/10004
dc.identifier.volume25
dc.identifier.wos000823582900001en_US
dc.identifier.wosqualityQ3
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.indekslendigikaynakPubMed
dc.institutionauthorKaya Ciddi, Pınar
dc.language.isoen
dc.publisherTaylor & Francis Ltd
dc.relation.ispartofDevelopmental Neurorehabilitationen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/embargoedAccess
dc.subjectAccelerometer
dc.subjectActive Video Gaming
dc.subjectCerebral Palsy
dc.subjectExercise Intensity
dc.titleExercise intensity of active video gaming in cerebral palsy: Hip- versus wrist-worn accelerometer data
dc.typeArticle

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