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1.
CNS Neurol Disord Drug Targets ; 14(9): 1157-64, 2015.
Article in English | MEDLINE | ID: mdl-26556092

ABSTRACT

Chronic Low Back Pain (CLBP) is a public health problem and older women have higher incidence of this symptom, which affect body balance, functional capacity and behavior. The purpose of this study was to verifying the effect of exercises with Nintendo Wii on CLBP, functional capacity and mood of elderly. Thirty older women (68 ± 4 years; 68 ± 12 kg; 154 ± 5 cm) with CLBP participated in this study. Elderly individuals were divided into a Control Exercise Group (n = 14) and an Experimental Wii Group (n = 16). Control Exercise Group did strength exercises and core training, while Experimental Wii Group did ones additionally to exercises with Wii. CLBP, balance, functional capacity and mood were assessed pre and post training by the numeric pain scale, Wii Balance Board, sit to stand test and Profile of Mood States, respectively. Training lasted eight weeks and sessions were performed three times weekly. MANOVA 2 x 2 showed no interaction on pain, siting, stand-up and mood (P = 0.53). However, there was significant difference within groups (P = 0.0001). ANOVA 2 x 2 showed no interaction for each variable (P > 0.05). However, there were significant differences within groups in these variables (P < 0.05). Tukey's post-hoc test showed significant difference in pain on both groups (P = 0.0001). Wilcoxon and Mann-Whitney tests identified no significant differences on balance (P > 0.01). Capacity to Sit improved only in Experimental Wii Group (P = 0.04). In conclusion, physical exercises with Nintendo Wii Fit Plus additional to strength and core training were effective only for sitting capacity, but effect size was small.


Subject(s)
Chronic Pain/rehabilitation , Exercise Therapy/instrumentation , Exercise Therapy/methods , Low Back Pain/rehabilitation , Affect , Aged , Chronic Pain/psychology , Double-Blind Method , Female , Humans , Low Back Pain/psychology , Postural Balance , Posture , Treatment Outcome , Video Games
2.
J Appl Physiol (1985) ; 112(9): 1434-6, 2012 May.
Article in English | MEDLINE | ID: mdl-22383506

ABSTRACT

Several indicators have been used to analyze scientific journals, with the impact factor and the number of citations in a 2-yr calendar time frame (2-YRC) being the most common factors. However, considering that the Journal of Applied Physiology (JAPPL) appears monthly and that calculations of these indicators are based on citations of papers published in previous years, we hypothesized that articles published at the beginning of the year would be cited more in the 2-YRC compared with those appearing in the last issues of the year, a phenomena known as a relative age effect. Our objective was to confirm the existence of a relative age effect in the 2-YRC for original articles published in JAPPL. From 2005 to 2008, a total of 1,726 original articles were published, according to the Web of Science, and 9,973 citations in 2-YRC, varying from 0 to 45, with a mean of 5.78 for individual papers. Although there were no differences in the number of original articles published in a given month (P = 0.99), the 2-YRC varied considerably throughout the year, being higher for those earlier issues of the year, as shown by the linear regression analysis (r(2) = 0.76; P < 0.001). The 2-YRC began at 6.62 during the first 3 mo of the year, dropping by 10% at each 3-mo period. In summary, the longer an article has been out there, the more citations it collects. The relative age effect is a potential confounding variable for the assessment and interpretation of 2-YRC (using calendar years) from JAPPL original articles.


Subject(s)
Biomedical Research/statistics & numerical data , Periodicals as Topic/statistics & numerical data , Physiology/statistics & numerical data , Bibliometrics , Confounding Factors, Epidemiologic , Journal Impact Factor , Linear Models , Time Factors
3.
Games Health J ; 1(6): 456-9, 2012 Dec.
Article in English | MEDLINE | ID: mdl-26192064

ABSTRACT

BACKGROUND: Multiple sclerosis is a neurological illness that decreases motor functions. This disease can cause weakness of cardiorespiratory muscles and impaired functional capacity and quality of life. Therefore it requires preventive treatments. This study investigated the acute responses of a virtual physical training session with the Nintendo(®) (Kyoto, Japan) Wii™ on hemodynamic variables of an individual with multiple sclerosis (relapsing-remitting). SUBJECT AND METHODS: A 34-year-old man with multiple sclerosis with previous experience in aerobic, strength, and functional training (2 years) was tested. His Expanded Disability Status Scale was 2.5. We compared the heart rate, blood pressure, and double product obtained at rest and during (heart rate) and after the Nintendo Wii games "Boxing" and "Sword Play." In rest, the variables were measured in the supine position. RESULTS: Our results showed positive hemodynamic alterations after execution of both games. The peak of heart rate was 121 beats per minute (65% of maximal heart rate) and 104 beats per minute (56% of maximal heart rate) for "Boxing" and "Sword Play," respectively. CONCLUSIONS: The training session with "Boxing" was able to stimulate the heart rate to achieve the recommended values for the maintenance of physical fitness in accordance with the American College of Sports Medicine guidelines. We conclude that an exercise training program with the Nintendo Wii may improve physical fitness in people with multiple sclerosis. Moreover, these activities could improve affective status and perhaps maintain the individual engaged at treatment program.

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