The Effects of Active Video Games in Cancer Patients : A Systematic Review
ABSTRACT
Background:
Physical activity (PA) is now considered an adjuvant therapy in cancer treatment, nevertheless, multiple barriers could reduce PA engagement during treatment. Active Video Games (AVGs) lead to the achievement of mild to moderate PA and represent a promising tool for regular movement and exercise.
Objective:
This article aims to review the current literature and provide updated content on the physiological and psychological effects of AVG-based interventions in cancer patients undergoing treatment.
Methods:
Four electronic databases were investigated. Studies reporting on AVG interventions delivered to patients undergoing treatment were included. 19 articles (15 interventions) were identified for data extraction and quality assessment.
Results:
A total of 341 cancer patients participated in the studies (range of participants=3-70). Sessions were supervised in eight studies, and seven included home-based interventions. AVGs interventions improved Endurance, Quality of Life, Cancer-Related Fatigue and Self-Efficacy. Effects were mixed on Strength, Physical Function and Depression. AVGs did not affect Activity level, Body composition or Anxiety. Compared with standard physiotherapy, physiological effects were lower or similar, and psychological effects were higher or similar.
Conclusions:
Overall, our results suggested that AVGs can be recommended to patients undergoing cancer treatment, given the physiological and psychological benefits. Ideally, AVGs interventions should be proposed to remove barriers to standard exercise and be combined with resistance exercise to develop muscle mass and strength.
Citation
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Copyright
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