Purpose
To investigate the effects of a single dose of juice on physical performance, oxidative stress, inflammation and muscle damage in runners.
Methods
Fourteen recreational male runners (39 ± 9 years, VO2peak = 55.9 ± 6.5 ml/kg/min) performed two running tests to exhaustion at 80% of VO2max after ingesting grape juice or a placebo drink (10 ml/kg/day) randomly. Blood samples were taken before and 2 h after supplementation and immediately after running to analyze total antioxidant capacity (TAC), malondialdehyde (MDA), alpha-1 acid glycoprotein (A1GPA), high-sensitivity C-reactive protein (hs-CRP), creatine kinase (CK) and lactate dehydrogenase (LDH).
Results
The participants ran for an average of 59.2 ± 27.8 min until exhaustion in the placebo group and for 68.4 ± 29.7 min until exhaustion in the grape juice intake group, which was a significantly longer time (p = 0.008). This improvement in physical performance was accompanied by a 43.6% increase in TAC (p = 0.000) at the post-exercise timepoint compared to the level at baseline. MDA, A1GPA, hs-CRP, CK, and LDH did not exhibit changes. In contrast, no significant change in any variable was observed after consuming the placebo drink.
Conclusion
The single-dose intake of purple grape juice demonstrated an ergogenic effect in recreational runners by increasing run time to exhaustion and increasing antioxidant activity.
Purpose. to determine whether an active video game session promoted post-exercise hypotension, similar to walking. Methods. Fifteen hypertensive subjects (49.0 ± 1.6 years) of both genders performed five randomized sessions, lasting 60 minutes: 1) active video game; 2) sedentary video game; 3) walking on a treadmill with moderate intensity; 4) walking on a treadmill with similar intensity to the active video game; and 5) control without exercise. Blood pressure and cardiac autonomic modulation measurements were taken at rest and every 10 minutes post exercise for 60 minutes. Results. the active video game promoted a reduction in systolic blood pressure (-14.4 ± 3.0 mmHg, p < 0.0001) similar to walking on a treadmill with moderate intensity (-16.9 ± 3.3 mmHg, p < 0.0001), whereas the control group without exercise did not demonstrate a blood pressure reduction. the sedentary video game also demonstrated a reduction in systolic blood pressure (-10.0 ± 3.1 mmHg, p = 0.0039), statistically similar to the active video game and walking on a treadmill with similar intensity to the active video game (8.7 ± 2.9 mmHg, p = 0.0034). regarding the diastolic component, the active video game (-7.6 ± 1.5 mmHg, p < 0.0001), walking on a treadmill with moderate intensity (-8.3 ± 2.9 mmHg, p = 0.0042), and the sedentary video game (-7.5 ± 2.7 mmHg, p = 0.0098) produced similar reductions in diastolic blood pressure. the active video game was a procedure that promoted a sympathetic-vagal balance reduction from pre-exercise to 60 minutes post exercise (4.2 ± 0.8 to 2.3 ± 0.5, p = 0.0486). Conclusions. Active video game play promoted a similar reduction in blood pressure compared to traditional walking exercise with the advantage of promoting reduction in the sympathetic inflow to the heart.
The aim of this study was to investigate the effect of CPA in muscle damage and oxidative stress induced by aerobic exercise. Participate in the study ten healthy young (24 ± 4 years), eutrophic (23.2 ± 1 kg/m2),VO2max = 44.9 ± 10 ml/kg/min, four women performed three aerobic exercise sessions lasting 50 minutes randomly supplemented with water (WAT), isolated carbohydrate (CHO) or carbohydrate associated with proteins and antioxidants (CPA) every 10 minutes of exercise. Blood samples were taken before, immediately and 24 hours after each exercise session for analysis markers of muscle damage creatine kinase (CK) and oxidative stress malondialdehyde (MDA). Blood glucose was measured before, during and after the exercise. After testing the data for normality and homogeneity through the Shapiro-Wilk and Levine tests, one-way ANOVA or two-way analyses were made to compare the initial and the answers to the experimental procedure respectively, or their corresponding non-parametric. CHO and CPA resulted in maintaining or increasing glucose, respectively, during exercise, whereas WAT resulted in glycemia reduction. CHO or CPA did not affect CK post exercise concentration. MDA values were very similar immediately after exercise between CHO and CPA, however occurred significant reduction from post exercice to 24 hours after exercise in CPA procedure (4.8 ± 1.8 to 2.5 ± 0.8, p <0,05), while CHO (5.1 ± 0.8 to 4.6 ± 0.9) and WAT (4.9 ± 0.9 to 5.1 ± 0.6) did not promotes the same phenomenon. This study revealed that carbohydrates associated
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