The Impact of Interactive Video Games Training on the Quality of Life of Children Treated for Leukemia

互动视频游戏训练对接受白血病治疗的儿童生活质量的影响

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Abstract

OBJECTIVES: The study aimed to assess the impact of interactive video games (IVGs) as a form of physical activity (PA) on the quality of life. METHODS: The study used a quality-of-life questionnaire (KIDSCREEN-10) and the HBSC questionnaire. In order to determine individual IVGs training parameters, an initial assessment of cardiorespiratory fitness level was performed, using the Cardio Pulmonary Exercise Test-Godfrey's progressive protocol. Children in the intervention group participated in 12 interval training sessions using IVGs (Microsoft's Xbox 360 S console with Kinect,). RESULTS: The study included 21 patients (7-13 years old; 12 boys and 9 girls) treated for acute lymphoblastic leukemia (n = 13) and acute myeloid leukemia (n = 8). Before the IVGs, all children had insufficient PA levels (90% of children in the intervention group and 90.91% of children in the control group did not engage in any PA during the last 7 days). After the intervention, 80% of the children in the IVGs group undertook PA lasting at least 60 min a day, three times a week. They exhibited better well-being, a subjective feeling of improved physical fitness (p < 0.0001), a greater subjective sense of strength and energy (p < 0.0001), and less feeling of sadness (p = 0.0016) than the children from the control group (p = 0.0205). CONCLUSIONS: The results of our study confirmed that an attractive form of virtual game or sport is willingly undertaken by children undergoing cancer treatment, and has significant benefits in improving the quality-of-life parameters. There is a clear need to create specific recommendations and rehabilitation models for children with cancer.

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