With increased urbanization and industrialization, there is an emerging global epidemic of obesity which is a forerunner of metabolic syndrome. The most significant underlying cause of the metabolic syndrome is insulin resistance and its consequences. The metabolic syndrome causes lipogenesis and fat deposition. It is one of the most important risk factors for the development of catastrophic health consequences such as coronary artery disease, myocardial infarction, diabetes mellitus Type II, fatty liver, and malignant diseases. While most of these patients are treated by pharmacotherapy, there is a growing interest in studying the effectiveness of alternative therapies, including Yoga. Yoga has been practiced in India for thousands of years. Yoga, particularly Asana and Pranayama, is effective not only in improving the overall health and well-being of an individual but also reported to be effective in managing chronic medical conditions such as hypertension, diabetes, and autoimmune disorders. Various studies have found Yoga to be not only preventive but also of therapeutic value. Yoga not only has physical elements but also consists of breathing techniques, mindfulness, meditation, and relaxation techniques; hence it not only strengthens the body (secondary to physical exercise) but also positively impacts the psychosocial well-being of individuals practicing Yoga regularly. We undertook this review to determine the effectiveness of Yoga in patients with metabolic syndrome and to know whether Yoga has therapeutic benefits in patients with metabolic syndrome. Moreover, an attempt was also made to determine whether there was a significant reduction in the risk of secondary cardiovascular complications in these patients.
Aims To identify the effect of Video Gaming on Heart rate variability, Autonomic Changes, Visual Evoked Potential, Cognition, and the effect of long hours of video game playing This study is an Method observational study conducted among the volunteered medical students studying at Sri Venkateshwaraa Medical College Hospital and Research centre, Ariyur, Puducherry in the year from 2018 to 2021, who are playing video games, and the study was conducted from January 2021-December-2021. The study subjects were interviewed individually, anthropometric parameters, electrocardiogram, Heart Rate (HR), Blood Pressure (BP), Body Mass Index (BMI), Heart rate variability (HRV), Visual Evoked Potential (VEP), Cognition test using Mini-mental status examination (MMSE) 27 were done and data were collected, recorded, and analyzed. Out of 400 study population, males: females (183 (45.8%): Results 270 (54.2%) with a median age of 20.605 ± 0.9702 based on video games played intermittently in 24 hours students were divided into 3 categories, The 1st category played games for ≤ 3 hours (n= 223), 2nd category who played 4-6 hours (n=123), and students played > 6 hours were 54. 311 students played video games using mobile and 89 students used Laptops there was a statistical signicance among the categories. Among 400 students playing games 145 students' BMI was ≥ 25 (0.00007) (Chi-square - 19.0763) , 47 students' heart rate was abnormal among them 33 showed Bradycardia 14 showed Tachycardic and there was statistical signicance among the categories. 193 students' BP was low, 79 students' BP was high (<0.00001) (Chi-square - 48.0334), and there was a statistical signicance among the categories Among the 400 student's Heart R (0.0314) (Chi-square –10.6033). ate Variability results, <50 milliseconds (unhealthy value) of SDNN was found in 44 students and there was a statistical signicance among the categories below and above the normal range of 53.5-82 milliseconds (0.00001)(Chi-square – 206.655), (unhealthy value) of RMSSD for males was found in 59 students and below and above the normal range of 22-79 milliseconds (unhealthy value) of RMSSD for females was found in 53 students there was a statistical signicance among the categories (0.0422)(Chi-square – 13.053), <50 milliseconds (unhealthy value) of PNN-50 was found in 58 students and there was a statistical signicance among the categories . Out of 400 Students >0.4 milliseconds (<0.00001)(Chi-square – 129.0331) (unhealthy value) of Total Power was found in 115 students and there was a statistical signicance among the categories (0.0471) (Chi-square – 6.1101), >0.4 milliseconds (unhealthy value) of Ratio of High and Low-Frequency Powers of heart rate variability was found in 137 students and there was a statistical signicance among the categories (0.0176) (Chi-square – 8.0746). Among the 400 students' Visual Evoke Potential results, >100 milliseconds (unhealthy value) of were found in 118 students >100 milliseconds (unhealthy value) of N145 were found in 124 students, and there was a statistical signicance among the categories , >100 milliseconds (unhealthy value) of P100 were found in 108 (0.00005) (Chi-square- 19.7573) students, and there was a statistical signicance among the categories . Below and above (<0.00001) (Chi-square – 23.6437) the normal range of 3.9-8.3microVolt (unhealthy value) of N75-P100 amplitude for the right eye was found in 48 males, below and above the normal range of 5.9-12.3 microVolt (unhealthy value) of N75-P100 amplitude for the right eye was found in 49 female students there was a statistical signicance among the categories . Below and (<0.00001) (Chi-square – 121.8749) above the normal range of 3.6-8.0microVolt (unhealthy value) of N75-P100 amplitude for the left eye was found in 34 males, below and above the normal range of 5.1-11.5microVolt (unhealthy value) of N75-P100 amplitude for the left eye was found in 44 female students there was a statistical signicance among the categories . Among the 400 (<0.00001) (Chi-square – 93.632) student's Mini-Mental Status Examinations (MMSE) for cognition results, the delayed response was given for all 5 sections of MMSE by the students who played the games for > 6 hours. The results clearly explain that students Conclusions playing games increases body weight, brings abnormality in heart rate, blood pressure, abnormal heart rate variability markers showing decreased Autonomic Nervous System functions, abnormal visual evoke potential markers showing visual impairment, and delayed responses in MMSE showing lesser cognitive capacities leading to poor quality of life, hence this study will enlighten the knowledge of medical students (study population), and other medical students, psychiatrist, counselors counseling kids, and youths who attempted suicide due to failure in video games, and other health care workers.
Autism is characterized by dysfunction in motor execution and sensory perception that are linked with neuromuscular function (fN) for children with autism spectrum disorder (ASD). This article aims to evaluate effectiveness of yoga therapy (YT) on fN and autism severity in children with ASD. Sixty children were screened (age 6 to 18) using childhood autism rating scale (CARS); 40 were allocated randomly (n=20) into yoga (YG) and control (CG) groups; both followed regular school routine, and YG received 10 YT sessions (60 min/session). Visual reaction time (VRT), handgrip strength (HGS), and CARS were measured. YG showed significant changes in VRT and CARS after YT and intergroup comparisons revealed significant differences between groups at the end of the study (VRT,p=0.008; CARS,p=0.011). YT resulted in small but statistically significant changes in CARS and significant improvement in VRT. This implies that YT can be used as an adjuvant modality for children with ASD, reducing co-morbidities with regard to the neuromuscular function.
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