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Effects of Active Video Games in Patients With Cancer: Systematic Review

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-intensity PA and represent a promising tool for regular mo...

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Detalles Bibliográficos
Autores principales: Peyrachon, Romane, Rébillard, Amélie
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10257106/
https://www.ncbi.nlm.nih.gov/pubmed/37234028
http://dx.doi.org/10.2196/45037
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author Peyrachon, Romane
Rébillard, Amélie
author_facet Peyrachon, Romane
Rébillard, Amélie
author_sort Peyrachon, Romane
collection PubMed
description 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-intensity PA and represent a promising tool for regular movement and exercise. OBJECTIVE: This paper aims to review the current literature and provide updated content on the physiological and psychological effects of AVG-based interventions in patients with cancer undergoing treatment. METHODS: Four electronic databases were investigated. Studies reporting on AVG interventions delivered to patients undergoing treatment were included. A total of 21 articles (17 interventions) were identified for data extraction and quality assessment. RESULTS: A total of 362 patients with cancer participated in the studies (number of participants 3-70). The majority underwent treatment for breast, lung, prostate, hematologic, or oral or laryngeal cancer. The types and stages of cancer varied in all studies. Participants ranged in age from 3 to 93 years. Four studies included patients with pediatric cancer. The duration of interventions ranged from 2 to 16 weeks, with a minimum of 2 sessions per week and a maximum of 1 daily session. Sessions were supervised in 10 studies, and 7 included home-based interventions. AVG 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 suggest that AVGs can be recommended to patients undergoing cancer treatment, given the physiological and psychological benefits. When AVGs are proposed, supervision of the sessions should be considered as it can limit dropouts. In the future, it is important to develop AVGs that combine endurance and muscle strengthening, with the possibility of achieving moderate to high exercise intensity, depending on the physical abilities of the patients, as indicated in the World Health Organization’s recommendations.
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spelling pubmed-102571062023-06-11 Effects of Active Video Games in Patients With Cancer: Systematic Review Peyrachon, Romane Rébillard, Amélie JMIR Cancer Review 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-intensity PA and represent a promising tool for regular movement and exercise. OBJECTIVE: This paper aims to review the current literature and provide updated content on the physiological and psychological effects of AVG-based interventions in patients with cancer undergoing treatment. METHODS: Four electronic databases were investigated. Studies reporting on AVG interventions delivered to patients undergoing treatment were included. A total of 21 articles (17 interventions) were identified for data extraction and quality assessment. RESULTS: A total of 362 patients with cancer participated in the studies (number of participants 3-70). The majority underwent treatment for breast, lung, prostate, hematologic, or oral or laryngeal cancer. The types and stages of cancer varied in all studies. Participants ranged in age from 3 to 93 years. Four studies included patients with pediatric cancer. The duration of interventions ranged from 2 to 16 weeks, with a minimum of 2 sessions per week and a maximum of 1 daily session. Sessions were supervised in 10 studies, and 7 included home-based interventions. AVG 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 suggest that AVGs can be recommended to patients undergoing cancer treatment, given the physiological and psychological benefits. When AVGs are proposed, supervision of the sessions should be considered as it can limit dropouts. In the future, it is important to develop AVGs that combine endurance and muscle strengthening, with the possibility of achieving moderate to high exercise intensity, depending on the physical abilities of the patients, as indicated in the World Health Organization’s recommendations. JMIR Publications 2023-05-26 /pmc/articles/PMC10257106/ /pubmed/37234028 http://dx.doi.org/10.2196/45037 Text en ©Romane Peyrachon, Amélie Rébillard. Originally published in JMIR Cancer (https://cancer.jmir.org), 26.05.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Cancer, is properly cited. The complete bibliographic information, a link to the original publication on https://cancer.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Review
Peyrachon, Romane
Rébillard, Amélie
Effects of Active Video Games in Patients With Cancer: Systematic Review
title Effects of Active Video Games in Patients With Cancer: Systematic Review
title_full Effects of Active Video Games in Patients With Cancer: Systematic Review
title_fullStr Effects of Active Video Games in Patients With Cancer: Systematic Review
title_full_unstemmed Effects of Active Video Games in Patients With Cancer: Systematic Review
title_short Effects of Active Video Games in Patients With Cancer: Systematic Review
title_sort effects of active video games in patients with cancer: systematic review
topic Review
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10257106/
https://www.ncbi.nlm.nih.gov/pubmed/37234028
http://dx.doi.org/10.2196/45037
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