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.
目的:本研究旨在评估互动视频游戏作为一种体育活动形式对生活质量的影响。方法:研究采用生活质量问卷(KIDSCREEN-10)和HBSC问卷。为确定个体化互动视频游戏训练参数,首先通过心肺运动测试(采用戈弗雷递增负荷方案)评估受试者的心肺功能水平。干预组儿童使用互动视频游戏(微软Xbox 360 S主机配合Kinect体感设备)完成了12次间歇训练。结果:研究纳入21例患者(7-13岁;男12例,女9例),其中急性淋巴细胞白血病13例,急性髓系白血病8例。干预前,所有儿童体育活动水平均不足(干预组90%及对照组90.91%的儿童在过去7天内未进行任何体育活动)。干预后,互动视频游戏组80%的儿童能够保持每周三次、每次至少60分钟的体育活动。与对照组相比,该组儿童表现出更好的整体健康状况、主观体能改善感(p<0.0001)、更强的主观力量与活力感(p<0.0001),以及更少的悲伤情绪(p=0.0016),组间差异具有统计学意义(p=0.0205)。结论:研究结果证实,接受癌症治疗的儿童乐于参与具有吸引力的虚拟游戏或运动形式,这对改善生活质量参数具有显著益处。当前亟需为癌症儿童制定专门的康复方案指南与干预模式。