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1.
Open Forum Infect Dis ; 7(12): ofaa534, 2020 Dec.
Article in English | MEDLINE | ID: mdl-33403219

ABSTRACT

BACKGROUND: Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) infection is a critical concern among healthcare workers (HCWs). Other studies have assessed SARS-CoV-2 virus and antibodies in HCWs, with disparate findings regarding risk based on role and demographics. METHODS: We screened 3904 employees and clinicians for SARS-CoV-2 virus positivity and serum immunoglobulin (Ig)G at a major New Jersey hospital from April 28 to June 30, 2020. We assessed positive tests in relation to demographic and occupational characteristics and prior coronavirus disease 2019 symptoms using multivariable logistic regression models. RESULTS: Thirteen participants (0.3%) tested positive for virus and 374 (9.6%) tested positive for IgG (total positive: 381 [9.8%]). Compared with participants with no patient care duties, the odds of positive testing (virus or antibodies) were higher for those with direct patient contact: below-median patient contact, adjusted odds ratio (aOR) = 1.71 and 95% confidence interval [CI] = 1.18-2.48; above-median patient contact, aOR = 1.98 and 95% CI = 1.35-2.91. The proportion of participants testing positive was highest for phlebotomists (23.9%), maintenance/housekeeping (17.3%), dining/food services (16.9%), and interpersonal/support roles (13.7%) despite lower levels of direct patient care duties. Positivity rates were lower among doctors (7.2%) and nurses (9.1%), roles with fewer underrepresented minorities. After adjusting for job role and patient care responsibilities and other factors, Black and Latinx workers had 2-fold increased odds of a positive test compared with white workers. Loss of smell, taste, and fever were associated with positive testing. CONCLUSIONS: The HCW categories at highest risk for SARS-CoV-2 infection include support staff and underrepresented minorities with and without patient care responsibilities. Future work is needed to examine potential sources of community and nosocomial exposure among these understudied HCWs.

2.
J Phys Act Health ; 12(6): 794-800, 2015 Jun.
Article in English | MEDLINE | ID: mdl-25155808

ABSTRACT

BACKGROUND: The ability of interactive video games (IVGs) to individualize physical demands influences their viability as a physical activity option. This study examined the influence of experience level on activity levels and affect resulting from playing a martial arts IVG. METHODS: Twenty participants completed 3 15-minute trials: (1) walking, (2) IVG with no previous experience (INEXP), and (3) IVG activity after 2 hours of practice (EXP) during which heart rate (HR), step counts, metabolic equivalents of task (METs), ratings of perceived exertion (RPE), session RPE, and affect (positive/negative affect, enjoyment) were measured. RESULTS: Mean HR was lower during walking (107 ± 18 bpm) than during INEXP (131 ± 25 bpm) and EXP (120 ± 20 bpm). Peak HR and session RPE were lower for walking than for INEXP and EXP. No difference in mean HR was observed between IVG conditions, but peak HR and session RPE were lower for EXP than for INEXP. Walking resulted in greater postactivity reduction of negative affect; however, the IVG conditions were perceived as more enjoyable. CONCLUSIONS: Although the current IVG provided a greater exercise stimulus than walking, results suggest that user movements become more efficient with greater IVG experience and that exercise outcomes may decrease as a result.


Subject(s)
Exercise/physiology , Video Games/trends , Adult , Female , Humans , Male , Young Adult
3.
J Strength Cond Res ; 25(6): 1736-42, 2011 Jun.
Article in English | MEDLINE | ID: mdl-21386720

ABSTRACT

Exergames may be useful for promoting physical activity in younger populations. Heart rate (HRs) responses and rating of perceived exertion (RPE) at self-selected intensities were compared in college-age participants during 2 modes of exergame activity vs. traditional exercise. Thirty-seven participants (men: 20, women: 17) completed 3 30-minute self-selected intensity trials: (a) video game interactive bicycle ergometer (GB) (CatEye GB300), (b) interactive video dance game (Dance Dance Revolution [DDR]), and (c) traditional cycle ergometer (CE) while watching television. Mean HR, peak HR (PkHR), and minutes above target HR (THR) were significantly higher for GB (144 ± 22 b · min(-1) [57% HR reserve (HRR)], 161 ± 23 b · min(-1), and 22.5 ± 11.1 minutes) than for DDR (119 ± 16 b · min(-1) [37% HRR], 138 ± 20 b · min(-1), and 11.2 ± 11.9 minutes) or for CE (126 ± 20 b · min(-1) [42% HRR], 144 ± 24 b · min(-1), and 14.2 ± 12.6 minutes). The RPE was significantly higher for GB (4.2 ± 1.5) and CE (3.8 ± 1.2) than for DDR (2.7 ± 1.3). Recovery HR (RecHR) (15 minutes postexercise) was significantly higher for GB (91 ± 14 b · min(-1)) than for DDR (80 ± 11 b · min(-1)) and neared significance vs. CE (84 ± 14 b · min(-1), p = 0.059). No difference in PkHR, RecHR, or minutes above THR was observed between DDR and CE. Session RPE was significantly higher for GB (4.6 ± 1.7) and CE (4.1 ± 1.6) than for DDR (2.8 ± 1.5). All modes elicited extended proportions of time above THR; GB: 75%, DDR: 37%, and CE: 47%. Results support that exergames are capable of eliciting physiological responses necessary for fitness improvements. Practitioners might consider exergames as periodic activity options for clients needing motivation to be regularly active.


Subject(s)
Exercise/physiology , Heart Rate/physiology , Physical Exertion/physiology , Video Games , Adolescent , Adult , Dancing/physiology , Exercise Test/instrumentation , Exercise Test/methods , Female , Humans , Male , Young Adult
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