Virtual reality and gameplay as a model for exercise rehabilitation in pediatric solid organ transplant patients. A patient and family led initative
Christopher Buckland1, Astrid-Marie De Souza1,2, Julie Fairbairn3, Tom Blydt-Hansen4,5, Orlee Guttman4,6, Mark Chilvers3,4,7, John Jacob8, James Potts1,2, Kathryn Armstrong1,2,4.
1Children's Heart Centre, British Columbia Children's Hospital, Vancouver, BC, Canada; 2Pediatrics (Cardiology), University of British Columbia, Vancouver, BC, Canada; 3Cystic Fibrosis Clinic, British Columbia Children's Hospital, Vancouver, BC, Canada; 4Multi-Organ Transplant Program, British Columbia Children's Hospital, Vancouver, BC, Canada; 5Pediatrics (Nephrology), University of British Columbia, Vancouver, BC, Canada; 6Pediatrics (Gastroenterology, Hepatology and Nutrition), University of British Columbia, Vancouver, BC, Canada; 7Pediatrics (Respiratory Medicine), University of British Columbia, Vancouver, BC, Canada; 8Digital Lab, British Columbia Children's Hospital, Vancouver, BC, Canada
Introduction: There are many health benefits for pediatric Solid Organ Transplant (SOT) patients who engage in regular physical activity; however, a major barrier to ongoing participation is a lack of interest. Recently, a patient family within the Multi-Organ Transplant Program at British Columbia Children’s Hospital described their use of virtual reality (VR) gameplay for physical activity. As a follow-up, we conducted a feasibility study to assess VR gameplay as a form of physical activity for our SOT patients.
Methods: All eligible 13-18-year-old SOT patients within our Program were approached for consent. Participants engaged in an 8-week VR exercise program followed by 8-weeks of non-gameplay. The self-directed VR exercise program consisted of three games and a weekly requirement of exercising 3x/week for 30 minutes/session (24 sessions). Heart rate (HR) during VR exercise was recorded using a smart watch. An exercise treadmill test to volitional fatigue was administered prior to the start of the VR exercise program, post-VR program and following the non-gameplay period. Parameters measured during the exercise test included HR, V̇O2peak and other respiratory exchange variables.
Results: The recruitment rate was 12/59 (20%); 5/12 participated in VR exercise. The median age of participants was 16.1 years (14.3-16.8). Four of five participants met criteria for a maximal exercise test. Peak exercise test HRs ranged from 150 to 203 bpm. Participant Z-scores for absolute V̇O2peak ranged from -2.85 to -1.38 with a relative V̇O2peak of 31.0 to 41.5 mL/min/kg; neither improved with VR exercise. The median number of gameplay sessions completed was 10 (8-22). The duration of gameplay sessions was 31 minutes (26-35). The percentage of time spent at ≥50% of peak HR during gameplay ranged from 85%-100%.
Conclusion: VR gameplay can elicit an effective exercise stimulus; however, regular weekly exercise in our study was low and this may have contributed to the lack of improvement in V̇O2peak with VR exercise.
Canadian Donation and Transplantation Research Program. Transplant Research Foundation of British Columbia.
[1] Pediatric
[2] Virtual Reality (VR)
[3] Exercise
[4] Game
[5] Physical Activity
[6] Gameplay
[7] Feasibility
[8] Pilot Study
[9] Rehabilitation
[10] Post-Transplant Care