The aim of this study is to evaluate the efficacy and feasibility of active video gaming with regard to the promotion of physical activity and motor learning in children with cancer. Experienced fatigue, body mass index and the development of metabolic risk factors during treatment are also examined.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Enrollment
36
Turku University Hospital
Turku, Finland
Accelerometer, average counts of dynamic acceleration (physical activity)
Change in the children's physical activity levels with accelerometer
Time frame: 1 week at baseline and at 12 months
Movement assessment battery for children (M-ABC-2) scores (motor performance)
Change in M-ABC scores
Time frame: At baseline, 2, 6, 12 and 24 months
PedsQL Multidimensional Fatigue Scale scores (fatigue)
Change in experienced fatigue
Time frame: At baseline, 2, 6, 12 and 24 months
Blood sugar
Change in blood sugar
Time frame: At baseline, 2, 6, 12 and 24 months
Blood insulin
Change in blood insulin
Time frame: At baseline, 2, 6, 12 and 24 months
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