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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 12, 2021
Date Accepted: Jan 16, 2022

The final, peer-reviewed published version of this preprint can be found here:

The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review

Sawa R, Saitoh M, Morisawa T, Takahashi T, Morimoto Y, Kagiyama N, Kasai T, Dinesen B, Daida H

The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review

JMIR Serious Games 2022;10(1):e31974

DOI: 10.2196/31974

PMID: 35302503

PMCID: 8976248

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Potential of Commercially Available Active Video Game for Application to Cardiac Rehabilitation: A Scoping Review

  • Ryuichi Sawa; 
  • Masakazu Saitoh; 
  • Tomoyuki Morisawa; 
  • Tetsuya Takahashi; 
  • Yuh Morimoto; 
  • Nobuyuki Kagiyama; 
  • Takatoshi Kasai; 
  • Birthe Dinesen; 
  • Hiroyuki Daida

ABSTRACT

Background:

Commercially available active video games (AVGs) have recently been used for rehabilitation in some specific patient populations, but rarely in those with cardiovascular disease (CVD). Commercially available AVGs are designed to increase motivation for continuous play, which could be applicable to the long-term cardiac rehabilitation process.

Objective:

The objective of this scoping review was to assess the effectiveness of AVG-induced physical exercise, safety management, and patient adherence by applying commercially available AVGs to cardiac rehabilitation.

Methods:

Four databases (CINAHL, MEDLINE, PubMed, and SPORTDiscus) were searched for all years up to August 12, 2020. Articles were retained if they were written in English, included patients with CVD who were aged 18 years or older, and used AVGs as part of a physical exercise program. The included studies were then evaluated from the viewpoints of effectiveness as physical exercise, safety, and adherence.

Results:

Among 120 non-duplicate articles reviewed, five were eligible for inclusion, three of which were reported by the same research group. The AVG consoles used were Xbox Kinect and Nintendo Wii, and sports-related programs were adopted for the intervention. No adverse cardiac events occurred in the identified studies, and dropout rates tended to be low.

Conclusions:

AVGs appear to be a safe and feasible tool for promoting an active lifestyle in patients with CVD. However, the effectiveness of AVGs alone as a therapeutic exercise to improve physical function may be limited.


 Citation

Please cite as:

Sawa R, Saitoh M, Morisawa T, Takahashi T, Morimoto Y, Kagiyama N, Kasai T, Dinesen B, Daida H

The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review

JMIR Serious Games 2022;10(1):e31974

DOI: 10.2196/31974

PMID: 35302503

PMCID: 8976248

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