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1.
J Strength Cond Res ; 26(4): 1039-44, 2012 Apr.
Article in English | MEDLINE | ID: mdl-22446673

ABSTRACT

Increased energy expenditure (EE) is a key component in maintaining a healthy body mass. Walking and running are 2 common aerobic activities that increase EE above resting values. The purpose of this study was to compare the EE of individuals with average fitness during a walk and run for 1600 meters at 86 m·min(-1) and 160 m·min(-1), respectively. In addition, EE after the walk and run was compared. Fifteen females and 15 males (21.90 ± 2.52 y; 168.89 ± 11.20 cm; 71.01 ± 17.30 kg; 41.51 ± 6.31 ml(-1)·kg(-1)·min(-1)) volunteered to participate. Each participant completed a VO2max test. In addition, oxygen consumption was measured at rest for 10 minutes before exercise, during the walk and run, and after the walk and run for 30 minutes of recovery. EE during exercise was 372.54 ± 78.16 kilojoules for the walk and 471.03 ± 100.67 kilojoules for the run. Total EE including excess postexercise EE was 463.34 ± 80.38 kilojoules and 664.00 ± 149.66 kilojoules for the walk and run, respectively. Postexercise EE returned to resting values 10 minutes after the walk and 15 minutes after the run. Walking and running are both acceptable activities that increase EE above rest and can be performed without the expense of a health club membership and meet adequate kilojoule expenditure according to American College of Sports Medicine guidelines.


Subject(s)
Energy Metabolism/physiology , Physical Fitness/physiology , Running/physiology , Walking/physiology , Adolescent , Adult , Female , Humans , Male , Oxygen Consumption/physiology , Young Adult
2.
Open Sports Sci J ; 5: 1-6, 2012.
Article in English | MEDLINE | ID: mdl-29354191

ABSTRACT

Exergames have been suggested as a possible alternative to traditional exercise in the general population. The purpose of this study was to examine the heart rate (HR) and energy expenditure (EE) of young adults playing several different exergames, while self-selecting the component of the game to play and the intensity. A total of 117 participants, 18-35 years of age, were evaluated on one of four active video games. Participants were free to choose any component of the given game to play and they played at a self-selected intensity. The average HR and EE during the individual games were compared to resting conditions and to the American College of Sports Medicine (ACSM) guidelines. The HR and EE increased above resting conditions during each game (p<0.05). When the results of all games were combined, the HR was 125.4 ± 20.0 bpm and the average EE was 6.7 ± 2.1 kcal/min. This HR represents an average percent of heart rate reserve of 44.6 ± 14.1, high enough to be considered moderate intensity exercise. If performed for 30 minutes a day, five days per week, the average EE would be 1,005 kcals, enough to meet the ACSM recommendations for weekly EE. Therefore, at least some exergames could be a component of an exercise program.

3.
Int J Aging Hum Dev ; 70(2): 107-18, 2010.
Article in English | MEDLINE | ID: mdl-20405585

ABSTRACT

This study assesses the functional fitness of a convenient sample of older adults (>70 years), to examine correlations between functional fitness and several other health-related variables and to compare with criterion performance data as established by Rikli and Jones (2001). One hundred and seven community-dwelling older adults with an average age of 78.36 +/- 5.60 years performed the Senior Fitness Test (SFT) and responded to several health-related questionnaires. The SFT scores were similar to the scores in the low-active group data published by Rikli and Jones (1999b). There was a strong correlation between the 30-second arm curl and the 2-minute step-in-place (r = .54, p < .01). More than one-half of the participants performed in the normal range or above normal range, according to the criterion performance data. This demonstrates a high level of functional fitness.


Subject(s)
Exercise Test/methods , Health Status , Physical Fitness/physiology , Activities of Daily Living , Aged , Aged, 80 and over , California/epidemiology , Frail Elderly/statistics & numerical data , Health Surveys , Humans , Reference Values , Risk Factors
4.
Int J Exerc Sci ; 3(4): 197-205, 2010.
Article in English | MEDLINE | ID: mdl-27182348

ABSTRACT

An estimated 1.5 million people suffer a bone disease-related fracture every year. Most work investigating bone mineral density (BMD) focuses on post-menopausal females but a report from the Surgeon General in 2004 stated that of particular concern are men, racial and ethnic minorities, poor individuals, individuals with disabilities, and individuals living in rural areas. The purpose of this study was to examine the racial/ethnic differences in bone mineral density of young adults and to investigate any correlations with variables suggested to influence BMD. BMD was assessed at a younger age than most studies based on the assumption that osteoporosis is a pediatric disorder that manifests in old age. Whole-body BMD, percent body fat (BF), fat mass (FM), and lean mass (LM) of 103 college-aged Blacks, Whites, and Hispanics (18 - 34 years of age) were measured using a Lunar Prodigy Dual Energy X-ray Absorptiometry (DEXA). Blacks and Whites were taller than Hispanics. Blacks had higher BMD than Whites and Hispanics. Blacks and Whites had higher t-scores than Hispanics. Weight and LM correlated with BMD for all three groups. Height correlated with BMD for Blacks only. FM correlated with BMD for Hispanics only. In conclusion, BMD is suggested to be higher in Blacks than Whites and Hispanics. LM is suggested to be an important component of bone health. It is important to stress resistance training for building and maintaining bone health throughout life.

5.
Int J Exerc Sci ; 2(3): 165-174, 2009.
Article in English | MEDLINE | ID: mdl-20407622

ABSTRACT

Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent. A portable metabolic cart and HR monitor were attached to participants to measure baseline and exercise values. Participants could play any of the three games for 30 minutes while metabolic and HR data were collected. Exercise data were compared to baseline measures, and the 3 games were compared for EE. Paired sample t-tests showed baseline and exercise values differed for HR (t(12) = -18.91, p < 0.01), and EE (t(12) = -15.62, p < 0.01). The boxing game provided the highest VO2 (17.47 ± 4.79 ml·kg(·-1)min(-1)). Participants achieved 60% or better of their HR reserve (162.82 ± 10.78 beats·min(-1),) well within the ACSM guidelines for a training HR. Caloric expenditure during the 30-minute exercise session (226. 07 ± 48.68) is also within the ACSM recommendations for daily physical activity. Thus, interactive video/arcade games that require physical activity to play can be utilized as part of an overall aerobic exercise program.

6.
Int J Fit ; 4(2): 17-23, 2008 Jul 01.
Article in English | MEDLINE | ID: mdl-24683297

ABSTRACT

The prevalence of overweight in children has increased significantly in recent years. Frequent television viewing and the playing of video games have often been linked to the high prevalence of overweight. The purpose of this study was to determine if overweight children, given access to active video games, will play them at an intensity that will significantly increase energy expenditure. Twenty-three children, classified as "at risk for overweight" or "overweight," participated in this study. After a 10-minute baseline period in which the children watched a cartoon, the participants played the Jackie Chan Fitness Studio® (Xavix, Hong Kong) games for 30 minutes while rotating through the games as desired and resting whenever needed. Energy expenditure significantly increased from a mean at baseline of 1.15 ± 0.32 kcal/min to 4.08±1.18 kcal/min during the 30-minutes that the participants were given access to the games (p <.001). The total energy expenditure during the 30-minute time frame was 122.30 ± 35.40 kcal. The energy expenditure varied between individuals, with a low value of 75.00 kcal to a high of 205.86 kcal. Although a modest level of energy expenditure, this level of exertion could contribute to an overall weight control program in children.

7.
J Strength Cond Res ; 20(4): 829-32, 2006 Nov.
Article in English | MEDLINE | ID: mdl-17194237

ABSTRACT

Pitching is suggested to expose the arm to physical stress that may lead to a decrease in strength. The purpose of this study was to examine the isokinetic internal and external rotational shoulder strength of Division II pitchers preseason, midseason, and postseason. The 9 pitchers were 23 +/- 0.67 years of age and weighed 91.2 +/- 3.14 kg. Each subject was evaluated utilizing a Biodex Isokinetic Dynamometer. Isokinetic internal and external concentric strength was assessed at 90 degrees of shoulder abduction and 90 degrees of elbow flexion at 300 and 450 degrees .s(-1) at each time point. A repeated-measures analysis of variance statistical analysis was performed using SPSS software. All data are reported as mean +/- SEM. Mean internal peak torques at 300 and 450 degrees .s(-1) preseason, midseason, and postseason were 50.66 +/- 2.27, 49.70 +/- 2.54, and 51.70 +/- 2.94 N.m and 37.14 +/- 2.54, 37.36 +/- 2.74, and 38.26 +/- 2.50 N.m, respectively. Mean external peak torques at 300 and 450 degrees .s(-1) preseason, midseason, and postseason were 30.16 +/- 1.69, 29.50 +/- 2.22, and 29.79 +/- 2.08 N.m and 17.68 +/- 2.15, 16.89 +/- 2.46, and 18.20 +/- 2.35 N.m, respectively. There were no differences in isokinetic internal or external concentric shoulder rotational mean peak torque of Division II pitchers at any speed tested or time point examined.


Subject(s)
Baseball/physiology , Muscle, Skeletal/physiology , Shoulder Joint/physiology , Adult , Analysis of Variance , Arm/physiology , Biomechanical Phenomena , Humans , Male , Range of Motion, Articular/physiology , Rotation , Torque
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