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1.
Article de Chinois | WPRIM | ID: wpr-1018484

RÉSUMÉ

Engaging in physical activity and exercise is one of the important ways for health promotion.However,older adults are often physically inactive or have a sedentary lifestyle and have poor compliance with physical activity.Exergaming program with their unique advantages could make physical activity a more joyful experience and motivate older adults to participate in physical activity.Promoting older adults'health through engagement in exergaming programs is still in the early stage,and still faces many challenges.Analyzing the challenges and difficulties faced by exergaming program for older adults and exploring in-depth strategies to promote the implementation of exergaming program for older adults are of great significance for the design and implementation of sports games for older adults.

2.
Motriz (Online) ; 27: e1021020197, 2021. tab, graf
Article de Anglais | LILACS | ID: biblio-1287359

RÉSUMÉ

Abstract Aim: The present study aimed to analyze if the exergaming exercise produces the same acute effects as conventional training. Methods: The Nintendo® Wii was chosen as the stimulus for this study. Participants should conduct a physical training session under Exergames Training (ET) and Conventional Training (CT). Both training conditions use two aerobic exercises and six strength exercises, which were always performed in the same sequence. The study group was composed of 30 young adults (16 men and 14 women, mean age of 23.7 ± 3.7 years). Results: Our findings showed significant results between pre and post-tests: the heart rate (HR) and the double product (DP) were higher in the post-exercise period, while the systolic blood pressure (SBP) was lower. Further analysis revealed that ET and CT conditions had no significant differences. ET condition showed to present similar results as CT condition to women (regarding HR, diastolic blood pressure - DBP, and DP), and to men (HR, SBP, and DBP). Conclusion: The present research showed that exergaming provides the same acute effects in physiological variables as conventional exercises. Thus, this kind of exercise can be a reliable way to improve the lifestyle of young adults.


Sujet(s)
Humains , Jeux vidéo/tendances , Techniques d'exercices physiques/méthodes , Mode de vie , Pression artérielle/physiologie , Rythme cardiaque/physiologie
3.
Psicopedagogia ; 37(112): 29-36, jan.-abr. 2020. graf, tab
Article de Portugais | LILACS-Express | LILACS, INDEXPSI | ID: biblio-1098553

RÉSUMÉ

Este estudo objetivou quantificar os efeitos da inserção de exergames (Xbox 360 - Kinect Adventure) nas aulas de Educação Física Escolar sobre a coordenação motora de escolares em séries iniciais. Para isso, foram considerados dois grupos, o experimental (n=14), que praticou durante oito semanas, e o controle (n=17), os quais eram compostos por crianças de ambos os sexos, com idades entre 8 e 10 anos. Como instrumento de medida, foi utilizado o Teste de Coordenação Corporal para Crianças (Körperkoordinationstest für Kinder, KTK), sendo que o grupo experimental realizava aulas de Educação Física com emprego do Kinect Adventure, e o grupo controle fazia atividades sem o mesmo. Os resultados sugerem que o uso de exergames nas aulas de Educação Física escolar pode modificar positivamente a coordenação motora geral de jovens estudantes.


This study aimed to quantify the effects of exergames (Xbox 360- Kinect Adventure) in physical education classes on motor coordination in students from initial series. For this, two groups, the experimental group (n=14) which practiced for eight weeks, and control group (n=17) were composed of children from both genre between 8 and 10 years old. The Body Coordination Test for Children (Körperkoordinationstest für Kinder, KTK) battery was used as a measurement instrument. The experimental group performed Physical Education classes using Kinect Adventure, and the control group performed activities without it. The results suggest that the use of exergames in physical education classes can positively modify the general motor coordination of young students.

4.
Article | IMSEAR | ID: sea-206175

RÉSUMÉ

Background and Objectives: Multiple Sclerosis is a chronic, inflammatory disease of brain, optic nerve and spinal cord mediated by immune system. In India, MS prevalence has increased from1.33/10, 0000 to 8.35/100,000. People are most diagnosed at age 20-50 years with an average age of 30. People with MS frequently reports balance and walking impairments. Therefore it is necessary to improve balance in MS .In recent advance it is shown that exergaming and CoDuSe exercise have positive roll to improve balance in patient with Multiple sclerosis. Thus aim of this study is to compare the effect of CoDuSe exercise and Exergaming program, on Balance performance & balance confidence, in People with multiple sclerosis. Methods: A comparitive study was done on 30 Multiple Sclerosis patients, selected by purposive sampling technique and those meeting inclusion criteria were divided into 2 groups, Group A and Group B. Baseline balance assessment was taken in both the groups by Berg Balance Scale (BBS). Group A (n= 15) underwent CoDuSe exercise &Group B (n=15) underwent Exergaming protocols respectively for 6 weeks. Post intervention balance assessment was obtained at the end of 6weeks using BBS. Results thus obtained were statistically analysed using SPSS 16.0, MS Word and MS Excel. Results: Group A who were given CoDuSe intervention improved much better than Group B who were given Exergaming .The unpaired t-test was performed between the two groups which showed moderately statistical significance with p-value <0.001. Conclusion: In conclusion, CoDuSe is more effective than Exergaming exercise to improve balance in people with Multiple Sclerosis.

5.
Article de Coréen | WPRIM | ID: wpr-175171

RÉSUMÉ

Endothelial dysfunction induced with a high-fat meal may be attenuated with an exercise in abled bodies individuals. Exergaming may be an exercise type applicable for disabled bodied individuals. We tested the hypothesis that an acute bout of exergaming following a high-fat meal would decrease postprandial lipemia, and endothelial dysfunction among individuals with spinal cord injury. Forty participants (age, 41±8 years; 24 males) were randomly assigned to either an exergaming group (n=20) or control group with seated rest (n=20) following a high-fat meal. Hemodynamic and blood parameters and flow-mediated vasodilation (FMD) as an index of endothelial function were measured at baseline and 4 hours after a high-fat meal. In half an hour following a high-fat meal, the exergaming group performed 50 minutes of moderate intensity active video games (Nintendo Wii Sports: boxing, tennis). Levels of blood triglycerides increased in both group (p<0.05) following high-fat meal. FMD significantly decreased in the control group (10.4%±4.9% to 7.9%±4.4%) but significantly increased in the exergaming group (10.9%±5.3% to 12.3%±5.3%), with a significant interaction (p=0.004). These results show that a high-fat meal causes endothelial dysfunction in persons with spinal cord injury, but endothelial dysfunction following a high-fat meal was attenuated by an acute bout of exergaming regardless of postprandial lipemia. Therefore, exergaming for individuals with spinal cord injury may have a cardioprotective effect from postprandial endothelial dysfunction induced with an exposure of a high-fat meal.


Sujet(s)
Humains , Boxe , Hémodynamique , Hyperlipidémies , Repas , Traumatismes de la moelle épinière , Moelle spinale , Sports , Triglycéride , Vasodilatation , Jeux vidéo
6.
Health Sciences Journal ; : 62-64, 2016.
Article de Anglais | WPRIM | ID: wpr-998341

RÉSUMÉ

Introduction @#This study determined the effect of Just Dance Kinect™M on the attention span of selected college students in the UERMMMCI College of Allied Rehabilitation Sciences.@*Methods @#Study subiects underwent a two-week intervention by playing Just Dance Kinect™ for ten minutes each session thrice a week. The pre- and post-intervention attention span scores were determined using the Repeatable Battery for the Assessment of Neuropsychologic Status and compared.@*Results @#There was a significant 8-point increase in the Repeatable Battery for the Assessment of Neuropsychologic Status attention span scores of 30 participants after two weeks of intervention with Just Dance Kinect™. No adverse events were reported by the participants.@*Conclusion @#Just Dance Kinect™ appears to be potentially beneficial in improving attention span among college students


Sujet(s)
Attention , Danse
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