Purpose. The goals of the study were: a) to compare the way that two types of active video games (AVG) influenced physical effort and motivation in young adults; b) to compare direct and indirect instruments and use an indirect instrument (heart rate analysis) as a practical tool to verify physical effort in AVGs. Methods. Initially, 16 healthy but physically inactive young adult males with no AVGs experience took part in the randomized control trial. After the baseline assessments of blood pressure (BP), heart rate (HR), and aerobic capacity (AE), the participants were randomized into two groups: structured AVG (n = 6) and unstructured AVG (n = 7) (3 dropouts). They played 3 sessions a week, during 6 weeks. Direct and indirect metabolic measurements were made. To compare direct and indirect AE, Student t-test was used for related samples. changes (group × time) in HR, perceived exertion (PE), calculated energy expenditure (EE), calculated metabolic equivalent (MET), and motivation (points) were assessed with the two-way analysis of variance. Results. There were no differences between direct and indirect AE (36.0 ± 5.2 vs 33.9 ± 6.0 ml/kg/min: unstructured; 39.0 ± 5.9 vs 37.7 ± 5.9 ml/kg/min; p > 0.05). No differences were observed in maximal HR, PE, or motivation (p > 0.05). Statistically significant differences referred to average HR, MET, and EE over the sessions (p < 0.05). HR and EE values were higher in structured than in unstructured AVGs. conclusions. HR and EE responses of structured AVGs turned out higher than those of unstructured AVGs, and the measurements proved efficient to analyse physical effort in AVGs in a long-term perspective.
Purpose. Active video games (AVG) provide an attractive alternative to sedentary behaviours and may bring some health benefits. However, single-session and chronic cardiovascular effects of AVG remain unclear. the aim of this study was to verify the impact of single-session and 4-week virtual functional training on cardiovascular responses in normotensive adults. Methods. In a pre-experimental study, 8 university students performed a 30-minute AVG session (Nike Kinect training® game) at the intensity of 64% (based on heart rate [HR]) and twice a week for 4 weeks (8 sessions). HR and systolic (SBP) and diastolic (DBP) blood pressure were measured immediately and at 10, 20, and 30 minutes after each session. A generalized estimating equation model and t-test were used to examine changes in cardiovascular responses over time (p < 0.05). Effect size was calculated by Cohen's d. Results. A single session did not promote post-exercise hypotension (PEH). However, SBP (6.6-9.0 mm Hg) and DBP (4.5-5.5 mm Hg) decreased in 3/8 and 2/8 sessions, respectively. In pre/post-intervention comparisons at rest, small to large reduction effects were found for SBP (-3.0 mm Hg, d = 0.3), DBP (-4.7 mm Hg, d = 0.6), HR (-9 bpm, d = 0.8), and double product (-1389.3 mm Hg × bpm, d = 1.6). Conclusions. Virtual functional training reduced cardiac workload (chronic effect) and promoted PEH in some sessions among normotensive adults. these findings have practical applications for improving physical activity with attractive exercise forms, which should be recommended for healthy people.
Abstract--The rate of peak workload improvement between different types of Active Video Games (AVG) in young sedentary adults was investigated. Aerobic capacity improvement after a 6-week intervention between AVG types was also compared. Twenty participants, after baseline assessments, were randomized into one of three parallel groups: structured AVG (n = 6), unstructured AVG (n = 7) and a control group (n = 7). Participants played their respective AVG 3 times a week for 6-weeks (30 minutes-session). The control group maintained normal activities. Both structured and unstructured AVG improved peak workload after four weeks but only the structured group maintained this improvement through week five and six. Aerobic capacity improved in the unstructured (Pre: 36.0 ± 5.2ml.kg.min-¹,Post: 39.7 ± 4.9ml.kg.min-¹, p = .038) and structured AVG (Pre: 39.0 ± 5.9ml.kg.min-¹,Post: 47.8 ± 4.3ml.kg.min-¹, p = .006) groups. Structured AVG provide greater health benefits to aerobic capacity and peak workload in young sedentary but otherwise healthy males relative to unstructured AVG. Keywords: exercise, videogames, physical fitnessResumo--"Melhora da capacidade aeróbica através de videogames ativos: Um estudo controlado randomizado." A velocidade de aparecimento de melhoria de potência de diferentes tipos de Video Games Ativos (VGA) em adultos jovens foi investigada. A melhora da capacidade aeróbia após uma intervenção de 6 semanas de diferentes VGAs também foi comparada. Vinte participantes após avaliações iniciais foram divididos aleatoriamente em três grupos paralelos: VGA estruturado (n = 6), o VGA não estruturados (n = 7) e um grupo controle (n = 7). Os participantes realizaram suas respectivas 3 vezes por semana de VGA durante 6 semanas (30 minutos por sessão). O grupo controle manteve suas atividades normais. Ambos estruturado e não estruturado melhoram a potência depois de quatro semanas, mas somente o grupo estruturado manteve esta melhoria nas semanas cinco e seis. A capacidade aeróbica foi melhorada tanto no VGA não-estruturado (Pre: 36,0 ± 5,2ml.kg.min-¹, Post: 39,7 ± 4,9 ml.kg.min-¹, p = 0,038) e estruturado (Pre: 39,0 ± 5,9ml.kg.min-¹,Post: 47,8 ± 4,3ml.kg.min-¹, p = 0,006). O VGA estruturado proporcionou maiores benefícios na saúde da capacidade aeróbica e a potência em homens jovens sedentários, em relação ao VGA não-estruturado. Palavras-chave: exercício, video games, treinamento físicoResumen--"Mejora en la capacidad aeróbica a través de juegos de vídeo activos: un estudio controlado seleccionado al azar." La tasa de mejoría mayor volumen de trabajo entre los diferentes tipos de Juegos de Video Activos (VJA) en jóvenes adultos sedentarios fue investigado. Mejoras de la capacidad aeróbica después de una intervención de 6 semanas entre los tipos de AVG también se comparó. Veinte participantes, después de evaluaciones de referencia, fueron aleatorizados en uno de tres grupos paralelos: VJA estructurado (n = 6), VJA no estructurada (n = 7) y un grupo control (n = 7). Los participantes jugaron sus respectivos VJA 3...
ResumoA atividade física é um fator importante na prevenção e tratamento da obesidade, doenças cardiovasculares e outras morbidades. Segundo o American College of Sports Medicine, adultos jovens devem realizar 30 minutos de atividade física moderada-vigorosa com intensidade 50 e 69% da frequência cardíaca máxima em no mínimo 5 dias na semana. Neste sentido, os Exergames (EXGs) surgem como uma prática com maior movimentação corporal elevando os níveis de atividade física diária. O objetivo da presente revisão foi identificar estudos que analisaram a influência dos EXGs nas variáveis relacionadas ao condicionamento físico e nível de atividade física. Foi realizada uma pesquisa nas bases de dados BIREME, PUBMED, SCIENCE DIRECT e WEB OF KNOWLEDGE, utilizando os termos e descritores: exergames, active video games, active gaming e video games. Os estudos para análise deveriam conter a mensuração das seguintes variáveis: frequência cardíaca (FC), gasto energético (GE) ou consumo de oxigênio (VO 2 ). Foram selecionados 19 estudos. Destes EXGs o mais utilizado foi o Boxe (63% dos estudos). Foram observadas elevações significativas nas variáveis hemodinâmicas proporcionando intensidade de leve a vigorosa. Os EXGs do console Xbox 360º com Kinect® promovem maior gasto energético e consumo de oxigênio em relação a outros consoles, tais como o Nintendo Wii®. Conclui-se que os EXGs podem ser uma alternativa de aumento do nível de atividade física, porém, são necessários outros estudos de ordem longitudinal para a devida caracterização enquanto exercício físico para gerar adaptações ao sistema cardiovascular. PalavRas-chave
Purpose: The aim of the study is to compare the effect of resistance training volume on inhibitory control in young adults with previous experience in resistance training.Method: All the 27 participants underwent 40-week experiment, divided in three training phases of 8-week duration. A washout period of 8 weeks between each of the training phases was carried out. The participants performed 1, 3, or 5 sets of the same exercises with equalized intensity (loading zones) and rest. Inhibitory control was assessed by the Stroop Test.Results: Interaction effect was found for inhibitory control accuracy [F(5,22) = 56.88, p < 0.01] and mean response time [F(5,22) = 83.02, p < 0.01] for 3 sets (p = 0.01; ES = 0.6) and 5 sets (p = 0.01; ES = 0.8) when compared to 1 set.Conclusion: In conclusion, 1 set of resistance training may provide insufficient volume stimulus for positive adaptation in inhibitory control when compared to 3 or 5 sets.
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