Exergames can be considered a dual task because the games are performed by a man-videogame interface, requiring cognitive and motor functions simultaneously. Although the literature has shown improvements of cognitive and physical functions due to exergames, the intrinsic mechanisms involved in these functional changes have still not been elucidated. The aims of the present study were (1) to demonstrate the known biological mechanisms of physical exercise regarding muscle adaptation and establish a relationship with exergames; and (2) to present a neurobiological hypothesis about the neuroplastic effects of exergames on the cognitive function of institutionalized older persons. These hypotheses are discussed.
Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
The reaction span RS (RTS) represents the level of neuromuscular coordination in which the visual, auditory or touch stimuli are decodified by the body through different physical-chemical and mechanical processes. The aim of this research was to identify the auditory and visual RTS in professional and amateur surfers as well as surf practitioners to verify whether there are statistical differences among the surfers groups as well as to correlate the reaction span with the athletes' performance. 103 surfers participated in this study: 42 professional male athletes (Brazilian and foreign); 11 professional female athletes; 25 amateur college student athletes, and 25 surf practitioners. Data collection was conducted at the beaches where the following events took place: WQS (World Qualifying Series, world circuit phase); Supersurf (Professional Surfing Brazilian championship phase); CCSU (catarinense college surf circuit phase). The following instruments were used: a switch with a button of 0.8 (N) sensibility; a L.E.D. for visual stimulus; two loudspeakers with 315 (Hz) of frequency and 81 (db) of sound pressure for auditory stimulus, as well as an electronic device with the aim to generate the auditory, visual and synchronism signal. The data acquisition was performed with the use of the SAD software version 32. Statistically significant differences were found for the auditory and visual RTS between the professional (male) versus practitioners and professional (female) versus practitioners. Statistically significant differences were found between the amateurs versus practitioners only for the visual RTS, with lower RTS for the more experienced ones. A positive correlation was found for the visual RTS between the professional (female) athletes versus the ranking.
IntroduçãoVídeo games ativos, conhecidos como exergames (EXG), são aqueles nos quais os jogadores intera-gem com o jogo a partir de movimentos corporais amplos 1 . Por estimularem movimentações corporais semelhantes às de atividades físicas convencionais, os EXG vêm sendo utilizados como alternativa para aumentar a prática de atividades físicas em crianças, ResumoO objetivo do presente trabalho foi realizar revisão sistemática com metanálise dos estudos sobre efeitos fisiológicos da prática de exergames, a fim de compará-las quando realizadas de maneira convencional. As buscas foram realizadas nas bases eletrônicas: PubMed, Science Direct, Google Scholar e a revista Games For Health Journal, utilizando os seguintes descritores ou termos: "health video game" OR "active video game" AND "energy expenditure"; exergam* AND "physical activity"; exergam* AND comparison; exergam* compared to real; exergam* AND "real game"; exergam* AND "real sports". Para serem incluídos, além de serem originais, os artigos também deveriam comparar a realização das atividades convencionais igualmente efetivadas com exergame (EXG). Foram encontrados 2.928 estudos que abordaram a temática. Após avaliação por títulos, 13 artigos foram excluídos por serem duplicatas. No total foram lidos 20 resumos, no entanto, selecionamos apenas sete para entrar na revisão. Além disso, três estudos localizados nas listas de referências foram incluídos. Os estudos que passaram pelos filtros de análise acabaram submetidos à escala PEDro, para mensuração de qualidade metodológica. A metanálise apontou não haver diferença significativa, entre atividades com EXG e atividades convencionais, para frequência cardíaca (p = 0,248), percepção subjetiva de esforço (p = 0,295), gasto energético (p = 0,664) e consumo de oxigênio (p = 0,455). Desta maneira, conclui-se que não há diferença para as variáveis apresentadas em ambas as atividades propostas. Palavras-chaveMetanálise; Atividade motora; Jogos de vídeo; Metabolismo energético; Consumo de oxigênio. AbstractThe aim of this study was to perform a systematic review and metanalysis on the physiological effects of exergames practice compared to the same activities performed in a conventional manner. Therefore, a search was made in the databases PubMed, Science Direct, Google Scholar and Games For Health magazine using the following descriptors or terms "health video game" oR "active video game" AND "energy expenditure"; exergam * AND "physical activity"; exergam * AND comparison; exergam * Compared to real; exergam * AND "real game"; exergam * AND "real sports". To be included in the review, studies should be original articles and rely on activities performed with active videogames, namely exergames (EXG), which should be compared with the same conventional activities. An amount of 2928 studies were found. After title evaluation, 13 studies were excluded for duplication, lasting 20 titles. After abstract's evaluation, 7 titles were selected for entering this study. Besides, 3 other studies were found in reference lists...
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