Exergaming: A new tool to support patients with heart failure to be physically active

Similar documents
Exergaming Through the Eyes of Patients with Heart Failure: A Qualitative Content Analysis Study

Computer Games and Virtual Worlds for Health, Assistive Therapeutics, and Performance Enhancement

Methodology for involving elderly people in social networking

Healthcare and Usability in Senior- Centred Design.

Exergaming for balance training in elderly: User requirements

State of the Science Symposium

TECHNOLOGY WITH A HUMAN TOUCH

4.1. Accurate: The information is a true reflection of the original observation.

Measuring Individual Privacy

bring happiness to life

Harvesting from pan-european experiences. Marco d Angelantonio Health Information Management

Stage 2: eligibility screening. Stage 3: prioritisation. Stage 4: selection

summary General overview Project organisation Objectives Technical Solution Pilots CIP-ICT-PSP Long Lasting Memories

THE DIGITAL FUTURE NOW

YOUR GATEWAY TO ENDLESS OPPORTUNITIES

User involvement in the development of welfare technology Mötesplats välfärdsteknologi och e-hälsa Niina Holappa, Prizztech Ltd

Robin Gaines Lanzi, PhD, MPH

International Collaboration Tools for Industrial Development

Virtual Reality in Neuro- Rehabilitation and Beyond

Assisted Living Technology - from Idea to Reality -

Health Innovations in Horizon 2020: the framework programme for research and innovation ( )

Problem Oriented Screening Instrument for Teenagers (POSIT)

Game-Based Stroke TeleRehabilitation: Challenges in Scaling to National Clinical Trails

Michel Tousignant School of Rehabilitation, University of Sherbrooke Sherbrooke, Québec, J1H 5N4, Canada. And

INTERVIEW. with Mr. Erik Reuvers, Consultant Media Literacy / Consultant Search Engine Advertising to Eva Semertzaki, editor Synergasia

Digital Health Strategy

Stomp Out Sitting. A sedentary behaviour reduction intervention for older adults living in sheltered housing

Convergence and Differentiation within the Framework of European Scientific and Technical Cooperation on HTA

Implementation in the Multilevel Context of Routine Practice and Policy

Virtual Reality Driving Simulator. for Older Drivers

Contents. Research Support Unit. research support unit. 01Research Support Unit. Why is Practical Social and Industrial Research Important?

Development and Validation of Virtual Driving Simulator for the Spinal Injury Patient

E5 Implementation Working Group Questions & Answers (R1) Current version dated June 2, 2006

Translational scientist competency profile

Connecting Virtual Reality and Occupation

PILOT STUDIES AS ENABLER FOR THE MARKET INTRODUCTION OF AAL SOLUTIONS Experiences from the Austrian pilot regions

Health Technology Assessment: What are the key challenges to assess medical devices? Rosanna Tarricone, PhD Director CERGAS Scientific Director EHTI

SHTG primary submission process

Designing engaging non-parallel exertion games through game balancing

Sprained. Catie Lau, Paige Sinker, Travis Zimpfer

ICT & Health Care. Marco d Angelantonio

Andalusian Agency for Health Technology Assessment (AETSA)

Digital Reality TM changes everything

HTA Position Paper. The International Network of Agencies for Health Technology Assessment (INAHTA) defines HTA as:

Evaluation format: Qualitative, Quantitative, External involvement Evaluation measurement tools Pre and post evaluation Reporting and disseminating

Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements

International Workshop On Hydrogen Safety Training for First Responders

Health Technology Assessment of Medical Devices in Low and Middle Income countries: challenges and opportunities

Evaluation Plan for a Cardiological Multi- Media Workstation (I4C Project)

EAPs in the Health 2.0 World

Mindfulness, Acceptance, and Positive Psychology: The Seven strategies based on the seven foundations of well-being to use in clinical or It raises

December Eucomed HTA Position Paper UK support from ABHI

Presented by Menna Brown

KT for TT Ensuring Technologybased R&D matters to Stakeholders. Center on Knowledge Translation for Technology Transfer University at Buffalo

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.

Early HTA to inform value driven market access and reimbursement planning

Kelly H. Werner, Ph.D. Clinical Psychologist PSY21858

The Future Will See You Now: HIT s Impact on Health and Healing

New Directions in Virtual Environments and Gaming to Address Obesity and Diabetes: Industry Perspective. Barb Ruppert, M.A.Ed.

Disclosure of Financial Relationships. Why Am I So Unhappy? Jeff Wiese, MD, FACP, MHM Professor of Medicine Tulane University Health Sciences Center

Edward Waller Joseph Chaput Presented at the IAEA International Conference on Physical Protection of Nuclear Material and Facilities

DESIGN ASPECTS OF MULTIPLAYER EXERGAMES [TECHNICAL REPORT ]

10 Signs You re Going Through a Midlife Crisis & 3 Simple Strategies to Get You Back on Track

Mindfulness and Compassion as the Foundations of Well-being

USING ROBOTS TO ASSESS SKILLS AND ACCESS PLAY AND PROBLEM SOLVING FOR CHILDREN WITH SEVERE DISABILITIES

Movement matters. Keywords Embodiment, physical interaction, movement

Virtual Reality as a Teaching Aid for Anatomy. Dr. Laura Mason and Dr. Marc Holmes

Authors Heidi Gautschi Alexandre Raynaud Damien Vossion Michael Wade. Digital Patient Engagement. Insights for the Pharmaceutical Industry

Joint Research Centre. The European Commission s in-house science service

Policy for the Surgical Release of Trigger Finger Policy Number 32 (Pan Lancashire)

Challenges & Chances

Biomedical and Wireless Technologies for Pervasive Healthcare

Towards a Software Engineering Research Framework: Extending Design Science Research

EMA experience with the review of digital technology proposals in medicine development programmes

TECHNOLOGY, INNOVATION AND HEALTH COMMUNICATION Why Context Matters and How to Assess Context

End-to-End Infrastructure for Usability Evaluation of ehealth Applications and Services

THE PRESENTATION OBJECTIVES OF OUR RESEARCH PROGRAM WHAT IS TLC? WHAT IS TLC? TELEPHONE-LINKED COMMUNICATIONS (TLC) IN HEALTH CARE

Experiences from Long-Term Exergaming with Elderly

Changing Your Habits: Steps to Better Health

An Essential Health and Biomedical R&D Treaty

Communication in the Genomic Era: Virtual Reality versus Internet Approaches

#CHAIR2015. Miami, Florida. September 24 26, JW Marriott Miami. Sponsored by

Key Issues for Successful E-Health Solutions

Rulemaking Hearing Rules of the Tennessee Department of Health Bureau of Health Licensure and Regulation Division of Emergency Medical Services

The Wiikly Club: Grant Proposal for Wii Programming

Twenty-Thirty Health care Scenarios - exploring potential changes in health care in England over the next 20 years

Integrated Hydrocarbon Production Optimisation & Planning

HRET HIIN Readmissions Virtual Event. Fishbowl Event #4: Catch and Release Readmissions August 10, 2017

Front Digital page Strategy and Leadership

PPP InfoDay Brussels, July 2012

CONTINGENCY MANAGEMENT

Healthcare in prison

Managing Conflict of Interest

Towards Building an Accurate Low-Cost Biofeedback Platform using Force Sensors

An Australian roadmap for ICT research and development for ageing? Lessons from a European Union initiative

Driving simulators in hemianopia rehabilitation research

Human factors and design in future health care

Technology Leadership Course Descriptions

Impact of Virtual Reality (VR) Experience on Older Adults Well-Being

Classroom Mindfulness

Transcription:

Exergaming: A new tool to support patients with heart failure to be physically active Anna Strömberg, RN, PhD, NFESC Professor, Department of Medicine and Health Sciences, Division of Nursing Science, Linköping University, Sweden Heart failure nurse specialist and research co-ordinator, Department of Cardiology, Linköping University Hospital Visiting professor of University of California Irvine, Program in Nursing Science Adjunt professor University of Southern Denmark, Odense

Faculty Disclosure No

Importance of Exercise Exercise is an important self-care behaviour Adherence to exercise is low Non-adherence has a negative effect on clinical outcomes It is not always easy for patients with heart failure to start exercising in the conventional ways Jaarsma, T et al, 2009, Eur J Heart Fail ; Van Der Wal, MHL et al, 2010 Eur Heart J

Guidelines Recommendations Ponikowski et al. EHJ 2016, Yancy et al Circulation 2013

Barriers to exercise Barriers to be Physical Active Internal barriers Too busy, not enough spare time I'm no good at sport Too lazy I don't enjoy taking exercise External barriers External barriers specific for HF patients HF symptoms The weather Low mood Comorbidity Medicine intake Exergaming/virtual reality applications installed at home might be promising to enhance physical activity in HF patients and decrease barriers to be more physical active Friends/partner not interested No transport Can't afford to use sports facilities No facilities nearby No one else to look after my children Ziebland S et al, 1998, Soc Sci Med; Tierney S et al, 2011, Health Phychol; Butler & Willett, 2010, Injury.

What is an exergame? Exergaming in the Dictionary the playing of video games that requires rigorous physical exercise and are intended as a work-out Uses technology that tracks body movement or reaction. Also called exertainment and active gaming Exergame criteria as established by the American College of Sports Medicine (2013) Involving technology-driven game playing Requiring participants to be physically active to exercise or to play the game.

Exergaming in elderly 130 PubMed hits

2017-08-31 8

Exergames Playstation eyetoy Nintendo Wii X-box

Nintendo Wii Bowling Boxing

Nintendo Wii Tennis Baseball Golf

From Active Play Games to Improved Health Outcomes Game playing Mediating factors Improved Outcomes Active play games Challenge Performance Feedback Enjoyment Convenience Motivation Physical activity Self-efficacy Better Health Behaviors More workouts New habits Adherence Increases in game play and other physical activities Better Health and Well-Being Figure 1. From Active Play Games to Health Outcomes Model applied to testing Standard Care vs. Wii Game Computer in Patients with Heart Failure. Adapted from Debra Lieberman, 2000

This scoping review focuses on the feasibility and influence of exergames on physical activity in older adults, aiming to target certain characteristics that are important for patients with HF to become more physically active.

Exergaming as part of rehabilitation The exergame platforms in the studies seem to be safe and feasible with none of the studies reporting adverse events, but safety guidelines are important Training and instructions are needed Mostly positive effects, but inconclusive findings balance and gait cognitive function depression quality of life and empowerment socialization Saposnik, 2011, Strandt 2014, Klompstra et al2014; Molina et al 2014, Chao et al. 2015

Exergaming as part of rehabilitation Exergames from both existing market products and researcher designed products Interventions in elderly have been tested at home, in hospitals and outpatient clinics, laboratories, rehabilitation center, community and nursing home The intervention duration and frequency ranges from 20-90 minutes daily- 2-3/weeks

Energy expenditure exergames Taylor 2012

Taylor 2012

Heart rate and exergames Taylor 2012

Pilot HF-Wii study Exergaming to improve physical activity in persons with heart failure The aims were to evaluate: 1. Feasibility of the study protocol 2. Adherence to Wii gaming 3. Effects of Wii on exercise capacity and daily physical activity

Pilot HF-Wii study (n=32) Age 63 (±14) Female Sex 10 (32%) Education - Higher than high school 18 (57%) Marital state - Married/relationship 26 (84%) Children 28 (90%) Grandchildren 23 (74%) New York Heart Association class (NYHA) - NYHA II 21 (68%)

Introduction session in hospital Method Installation at home Safety Guidelines Saposnik G et al, 2010, Stroke

Minutes Results Pilot study Safe and feasible Exercise capacity (6MWT) increased in 52% of the patients after 3 months No effects on daily activities measured by an activity monitor (Activelife by Philips) Good adherence to the recommended gaming, the mean time exergaming was 28 (±13) min 60 50 40 30 20 10 Mean amount of minutes exergaming/day for each week in the study 0 Baseline Week 1 Week 2 Week 3 Week 4 Week 5 Week 6 Week 7 Week 8 Week 9 Week 10 Week 11 Week 12

Factors related to minutes playing on the Wii i utes exerga i g N=15 i utes exerga i g N=15 p-value Children 14 (93%) 14 (93%).334 Grandchildren 10 (67%) 13 (87%).024 NYHA.392 - NYHAII 11 (73%) 9 (60%) - NYHA III 4 (27%) 5 (33%)

24

Professor Tiny Jaarsma Professor Anna Strömberg Post doc Leonie Klompstra Lisa Hjelmfors Adriana Holm Hammarskiöld

Objectives HF-Wii study To determine the effectiveness of structured access to a Wii game computer compared to motivational support only in heart failure on 1. Exercise capacity and daily activity. 2. Mortality, readmission and quality of life www.hf-wii.com

International RCT 600 patients included Sweden, Italy, Israel, Netherlands, Germany, US Primary endpoint, Change in 6MWT at 3 month Clinicaltrial.gov NCT01785121

Results will be presented during Hot Line Session at ESC in Barcelona 2017-08-31 28

Exergaming patient perspectives Making exergaming work Less appeal of exergaming Added value of exergaming Exergaming was easy due to the introduction Exergaming due to feeling obligated towards research team Setting goals in exergaming Finding routines in exergaming Difference in intensity between the exergames Knowing the sport in real life helped Virtual environment in exergaming was realistic Feeling too tired to exergame Exergaming is boring Exergaming gives too little fitness Want to be active in groups instead of exergaming alone Exergame less over time Other things take time away from exergaming Feeling enjoyment during exergaming Exergaming is convenient to use at home Exergaming increase physical fitness Exergaming allowed the involvement of others Mastering exergames better over time Challenged to improve when exergaming Klompstra et al. Games Health J. 2017;6(3):152-158.

Activity monitoring

Actigraph 3-axis accelerometer - 100 HF patients - 1 week at baseline and 1 week after 3 months

Competition in Wii- Bowling Aim: To arrange and evaluate the setup of a Wii Bowling competition Specific aims: to evaluate the participa ts e joy e t, otivatio a d physical activity while taking part in the Bowling competition to evaluate the logistics and arrangements of the Bowling competition.

Competition in Wii- Bowling

The idea behind

Where are we now? 2 bowling teams, games piloted Description of logictics, experiences Involvement of patient organisation and retirement organzation

In summary Exergaming in elderly HF aptients is both feasible and safe, but it does not suit everyone Exergaming can be both an addendum and alternative to existing exercise programs Exergaming can be a first step to become active or return to activity as well as a tool to improve maintenance Exergaming can be used for motivation and socialization The training has the potential to be on an adequate level of training intensities that concur with established guidelines for the general population and cardiac patients The training intensity is self-adjusting based on fitness level allowing for an effective workout for different users Larger randomised trials evaluating both patient reported, physiological and cost-effectiveness outcomes are warranted

Thank You for Your Attention