Gaming for Health

New studies show playing video games can provide health benefits for people with SCI.

Posted on December 1, 2025
by Lydia Wood

We’re all well aware of the health benefits of being physically active. And most of our readers are also well aware of how challenging it can be to find accessible, affordable physical activity options for people with SCI. So, it’s no surprise that here at The Spin we spend so much time covering innovations in equipment and technology that can help you experience the benefits of exercise without the hassle.

Most recently in the Switch It Up article from the Winter 2022 issue of The Spin, we told you about how a team of ICORD researchers has been working overtime to move the revolutionary aROW and aSKI cardio exercisers—rowing and skiing ergometers that have been adapted for use by people with disabilities without leaving their wheelchairs—out of the lab and into our communities and homes. But while some of us can’t go a day without a long wheel, ride, row or ski, not everyone enjoys long bouts of repetitive aerobic exercise. Most of us, however, do enjoy a good game. And for those of you that prefer video games to the gym, the good news is that two new studies suggest that gaming can be an accessible way to improve health.

Games That Move You

A new study published in the journal Spinal Cord shows that ‘exergaming’ can be used for exercise at a level that provides health benefits for people with SCI.

Exergaming refers to digital games that require moving the body to play, delivering an active gaming experience. They involve the use of digital devices, such as computers or game consoles, and their accessories, like hand-held controllers or virtual reality goggles. Examples of exergames include boxing or bowling games using a system like Nintendo Wii.

The study was a collaboration between a group of researchers at the Sunnaas Rehabilitation Hospital in Norway and the Centre for Health and Technology at the University of South-Eastern Norway. The researchers were interested in finding out if exergaming, as a commercially available, affordable and engaging activity that can be enjoyed at home, could be a suitable alternative to other forms of aerobic exercise.

“We see a lot of people with SCI [at our hospital] and a lot of them find it challenging to keep in shape. It’s especially challenging to find types of exercise that are motivating to do over time. And when you’re in a wheelchair, you are quite restricted in the type of exercise you can perform… So, we need to find other motivating types of exercise,” says Dr. Matthijs Ferdinand Wouda, the lead researcher and Head of the Clinical Physiological Laboratory at Sunnaas Rehabilitation Hospital.

“If you are in a wheelchair and especially if the weather is bad, then it’s not that easy to go to the gym. Exergaming is easy, accessible, and you can perform it at home. You can do it on your own, or you can do it with others, people who have a disability or able-bodied people,” explains Wouda. “So, our research question was ‘can exergaming be performed at an exercise intensity level that can give health benefits?’ And I think we have we found evidence for that.”

The study included 22 men and 2 women with complete and incomplete SCI (all wheelchair users) in inpatient rehabilitation at the Sunnaas Rehabilitation Hospital. The participants’ injury level ranged from C5 to T12, and all participants were classified as having average, good or excellent levels of cardiorespiratory fitness.

Dr. Matthijs Wouda.

After consenting to participate in the study, participants completed a ‘pre-test’ to establish baseline measures of cardiovascular fitness. “Participants did a maximum arm cranking test, in which we measured VO2 max and their maximum heart rate. We needed these measurements to calculate their relative exercise intensity during exergaming,” explains Wouda. By measuring relative exercise intensity, the researchers were able to assess participants’ level of effort based on how hard they were working relative to their individual levels of fitness. This was important given the differences in participants’ gender, level of injury and degree of cardiovascular fitness.

The next day, participants had a practice playing session with three different exergames: Fruit Ninja on Xbox Kinect, Wii Sports Boxing on Nintendo Wii, and Thrill of the Fight, a virtual reality boxing game, on VR Oculus Rift. While Fruit Ninja is controlled by body motions, which are picked up and analyzed by a camera, Wii Sports Boxing and Thrill of the Fight are played by imitating boxing movements while holding movement sensitive game controllers. To ensure that participants remained within operating distance of the game consoles and provide a safe gaming environment, participants’ wheelchairs were strapped down on a platform in front of the game consoles to limit chair movement while the games were in play. In addition, some participants wore specialized gloves that helped them to grip the hand-held controllers.

The following day, participants played each exergame in a randomized order for 15 minutes, with a 5-minute rest between each. “Before they started, we told them, ‘you have to remember that when playing these games, that they are a form of exercise, so don’t hold back.’ You know, so they were eager to play and to sweat,” says Wouda.

In total, participants played the exergames for 45 minutes. While gaming, the research team measured participants VO2 (oxygen consumption) and heart rate. “And then we presented our results in percentage of their maximum heart rate and their VO2max,” says Wouda, referring to participants’ relative exercise intensity.

When considered in terms of the potential for health benefits, the results were compelling. Participants spent more than two-thirds of the 45 minutes they spent exergaming—about 31 minutes—at a moderate to high level of exercise intensity. The remaining time was spent at low intensity.

“What was interesting was that the people with higher-level injuries, they were at the same exercise intensity as the people with lower-level injuries,” notes Wouda. There were no differences in how much time participants spent at low, moderate or high exercise intensities while exergaming. It didn’t matter how fit the participant was coming into the study, or what level of injury they had.

The only difference the researchers observed was in the type of game console or exergame participants played. Participants spent slightly more time in the high intensity range while playing Oculus Rift compared to the other games.

But according to Wouda, all three games were hits with the study’s participants, and that’s what matters. “[The participants] were all very excited about all three games. There was only one person that did not want to play the virtual reality boxing. They found it too scary. But otherwise, we had a really nice mixture of people that had been playing before, but also those that had never played before. And they all liked it. And they were rather surprised at how exhausting it actually is,” he explains.

Most importantly, the findings suggest that people with SCI who use a wheelchair can use exergaming as a way to achieve the health benefits of aerobic exercise. The physical activity guidelines for adults with SCI recommend 20 minutes of aerobic exercise at a moderate or high intensity, twice a week, for basic fitness benefits. For additional benefits, such as lowering your risk of developing Type 2 diabetes and heart disease, the guidelines recommend 30 minutes of aerobic exercise at a moderate or high intensity, three times per week. So, through 45 minutes of exergaming at least twice per week, you can achieve the aerobic activity component of the physical activity guidelines. Add in resistance or weight training twice a week (3 sets of 10 reps for each major muscle group)— the strength training component of the guidelines—and you’re set!

That said, we’d be remiss if we didn’t acknowledge the limitations of this study. In particular, while this study demonstrates that exergaming can be performed at a sufficient intensity to achieve health benefits, it didn’t measure whether health benefits actually occurred.

“This was a cross sectional study so, of course, we don’t know if [exergaming] actually gives health benefits,” says Wouda. “And now we have applied for funding to do the whole protocol in a follow-up study in which participants will borrow the equipment, and they can do the exergaming at home over 12 weeks, and we will measure changes before and after. That’s the next step.”

The research team is also interested in understanding how psychological factors, such as participants’ interest and motivation, may influence their exercise intensity during exergaming, says Wouda. “In the longitudinal study that we are planning, we are also going to measure motivational aspects before, during and at the end of the intervention, because, of course, exergaming sounds much more interesting than arm cranking to most of us. But we are not sure how motivating it is after three weeks or six weeks, or if we should change the games during the intervention period,” he explains.

“Most of us know somebody that has an Xbox or Playstation, so it’s easy to give it a try. And if you have a heartrate monitor, put it on and see if you get out of breath,” says Wouda. “There are many different types of games. Plus, it’s cheap and it’s easy. So, it’s not the worst thing if you try it and don’t like it.”

More research is needed before we really know the extent to which exergaming provides health benefits, but in the meantime, if you’re looking for a fun, affordable form of exercise that you can do at home, alone or with friends, why not give exergaming a try? The researchers behind the study have a few tips to help you get started:

  • Select games that you find interesting and engaging
  • Ensure that the area where the game will be played is free from obstacles (anything that you might roll over or hit your head or arms on)
  • Play for 45 minutes to get 30 minutes of moderate to high intensity exercise
  • Try using a heart rate monitor to measure your exercise intensity
  • Build up gradually over time to reduce injury risk if you are not currently active

Breathe It Out

While exergames are a promising way to achieve the health benefits associated with exercise, other types of adaptive gaming technology may also have benefits for users’ health. Preliminary findings from a study out of Albany Medical College in Upstate New York show how another type of gaming device, pneumatic sip-and-puff controllers, may have respiratory benefits for users with cervical-level SCI.

“There is a lot of data on the benefits of participating in adaptive sports for individuals with SCI, but there have been few studies analyzing the benefits of participation in adaptive video gaming,” says Dr. Drew Redepenning, the study’s lead researcher. Redepenning is a biomedical engineer and a certified assistive technology professional who is currently completing his residency in Physical Medicine and Rehabilitation at the University of Pittsburgh Medical Centre. Redepenning’s current research is focused on investigating the benefits of adaptive video gaming with the goal of increasing its acceptance as an integral rehabilitation service, which is what he aimed to do with his research on sip-and-puff controllers.

Dr. Drew Redepenning.

Sip-and-puff devices allow users to take a “sip” or “blow a puff” of air into a wand that resembles a straw to create air pressure. This air pressure sends a signal to the device (in this case, a game console) and ignites certain commands that allow the user to navigate and play the game.

In the Albany Medical College study, 124 people with high cervical-level SCI filled out a survey about their gaming habits, respiratory quality of life, and the impact of adaptive video gaming on their respiratory health. Nearly half of the participants ‘agreed’ or ‘strongly agreed’ that their breathing control improved after using their sip-and-puff gaming controller, and that their respiratory health has improved. Individuals who reported that adaptive video gaming has improved their breathing control also reported a significantly higher level of exertion while gaming compared to those who did not.

“It can be difficult to get started with adaptive video gaming using sip-and-puff controllers. However, with practice, adaptive controllers like the Quadstick can allow someone with SCI to play video games at a very high level just using their mouth,” says Redepenning. “Users may have to start with easier games at first when getting used to the controller, but with practice there is no limit to which games they can play.”

These findings indicate that the use of sip-and-puff video game controllers may have respiratory benefits for people with high cervical-level SCI, but that the benefits appear to be dependent on the user’s level of exertion while playing video games. These findings are significant because respiratory function is an important component to overall health and quality of life for people with cervical-level SCI.

Given the size of the sample and the self-reported nature of the data, more research is needed to determine whether there is an objective improvement in respiratory health and quality of life after using a sip-and-puff video game controller. Redepenning is also interested in exploring whether participation in adaptive video gaming has other benefits for individuals with SCI.

“Adaptive video gaming equipment can also be used for activities such as computer access, so using it may increase overall daily independence and even help individuals with SCI with tasks for work or school,” he says.

Until then, you can breathe easy knowing that new developments in research are on the way!

This article was originally published in the Fall 2023 issue of The Spin. Read more stories from this issue, including:

  • A Peer’s Passion for Race Car Driving
  • Virtual Reality
  • Aging with SCI

And more!

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