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Updated: Nov 26, 2025

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Published on: March 8, 2018
Physiological responses during active video games in spinal cord injury: a preliminary study
Amanda Barboza Tosi1, Julio Cesar Silva de Sousa2, Cláudia Lúcia de Moraes Forjaz2
1Motor Behavior Laboratory, School of Physical Education and Sport, University of São Paulo, São Paulo, Brazil.
Objectives:
Investigate the physiological responses to active video games (AVG) in individuals with spinal cord injury by comparing oxygen consumption (VO2) and heart rate (HR) during an AVG session and at the ventilatory thresholds (i.e., anaerobic threshold and respiratory compensation point); and by calculating the session energy expenditure (EE).
Method:
Eight paraplegic individuals with spinal cord injury underwent cardiopulmonary exercise tests in an arm cycle ergometer to determine ventilatory thresholds. Then, they underwent three experimental sessions: two of AVG (4 sets of 3 min of Tennis and 4 min of Boxing) and one control (watching a movie). HR and VO2 were continuously measured, and the total energy expenditure was calculated from it.
Results:
HR and VO2 were similar in both AVG sessions and higher than in the control session (p < .05). Mean HR and VO2 in Tennis and Boxing were, respectively, 100 ± 7 and 114 ± 9 bpm and 7.9 ± 1.2 and 10.3 ± 1.4 ml.kg-1.min-1.HR and VO2 during both games did not differ significantly from the anaerobic threshold (121 ± 2 bpm and 10.6 ± 1.0 ml.kg-1.min-1, p > .05). Mean energy expenditure during the AVG sessions was 2.4 METS, while the total was 136 kcal.
Conclusion:
The AVG generated an aerobic stimulus equivalent to the anaerobic threshold that increased basal metabolism 2.6 times, characterizing a low-intensity aerobic exercise.

