Active video gaming improves body coordination in survivors of childhood XXXX .

@entity1 @entity73 @entity15285 @entity1313
UNASSIGNED: Purpose We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in @entity1 treated for @entity1313 , what level of physical activity could be reached and if the @entity1 's physical functioning improved. Methods Thirteen @entity1 , aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet @entity15285 sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating @entity1 before and after the intervention period, as well as comparing the randomisation groups after the first period. Results All @entity1 completed the study. AVG sessions (mean duration 47   minutes) were performed on 72% of all days. Mean EE level during AVG sessions was 3.0 MET, corresponding to moderate physical activity. The Body Coordination score improved by 15% (p   =   0.021) over the intervention period. Conclusions In this group of childhood @entity1313 survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination. Implications for Rehabilitation Childhood @entity1313 survivors frequently have @entity73 , inferior physical functioning and are less physically active compared to their healthy peers. Active video gaming (AVG), supported by Internet @entity15285 , is a feasible home-based intervention in @entity1 treated for @entity1313 , promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body Coordination.
