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      Improving aerobic capacity through active videogames: A randomized controlled trial Translated title: Mejora en la capacidad aeróbica a través de juegos de vídeo activos: un estudio controlado seleccionado al azar Translated title: Melhora da capacidade aeróbica através de videogames ativos: Um estudo controlado randomizado

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          Abstract

          AbstractThe rate of peak workload improvement between different types of Active Video Games (AVG) in young sedentary adults was investigated. Aerobic capacity improvement after a 6-week intervention between AVG types was also compared. Twenty participants, after baseline assessments, were randomized into one of three parallel groups: structured AVG (n= 6), unstructured AVG (n= 7) and a control group (n= 7). Participants played their respective AVG 3 times a week for 6-weeks (30 minutes-session). The control group maintained normal activities. Both structured and unstructured AVG improved peak workload after four weeks but only the structured group maintained this improvement through week five and six. Aerobic capacity improved in the unstructured (Pre: 36.0 ± 5.2ml.kg.min-¹,Post: 39.7 ± 4.9ml.kg.min-¹, p = .038) and structured AVG (Pre: 39.0 ± 5.9ml.kg.min-¹,Post: 47.8 ± 4.3ml.kg.min-¹, p = .006) groups. Structured AVG provide greater health benefits to aerobic capacity and peak workload in young sedentary but otherwise healthy males relative to unstructured AVG.

          Translated abstract

          ResumenLa tasa de mejoría mayor volumen de trabajo entre los diferentes tipos de Juegos de Video Activos (VJA) en jóvenes adultos sedentarios fue investigado. Mejoras de la capacidad aeróbica después de una intervención de 6 semanas entre los tipos de AVG también se comparó. Veinte participantes, después de evaluaciones de referencia, fueron aleatorizados en uno de tres grupos paralelos: VJA estructurado (n= 6), VJA no estructurada (n = 7) y un grupo control (n = 7). Los participantes jugaron sus respectivos VJA 3 veces por semana durante 6 semanas (30 minutos-sesión). El grupo control mantuvo sus actividades normales. Trabajo máximo fue mejorado pelo dos VJA después de cuatro semanas, pero sólo el structurado mantuvieron esta mejora en la semana cinco y seis. La capacidad aeróbica fue mejorado por tanto la no estructurada (Pre: 36,0 ± 5,2ml.kg.min-¹, Post: 39,7 ± 4,9 ml.kg.min-¹, p = 0,038) y estructurada (Pre: 39,0 ± 5,9ml.kg.min-¹, Post: 47,8 ± 4,3ml.kg.min-¹, p = 0,006). VJA. Estructurado VJA ofrecer mayores beneficios para la salud en la capacidad aeróbica y la carga de trabajo máximo en jóvenes varones sedentarios pero por lo demás saludables relativas a VJA no estructurada.

          Translated abstract

          ResumoA velocidade de aparecimento de melhoria de potência de diferentes tipos de Video Games Ativos (VGA) em adultos jovens foi investigada. A melhora da capacidade aeróbia após uma intervenção de 6 semanas de diferentes VGAs também foi comparada. Vinte participantes após avaliações iniciais foram divididos aleatoriamente em três grupos paralelos: VGA estruturado (n = 6), o VGA não estruturados (n = 7) e um grupo controle (n = 7). Os participantes realizaram suas respectivas 3 vezes por semana de VGA durante 6 semanas (30 minutos por sessão). O grupo controle manteve suas atividades normais. Ambos estruturado e não estruturado melhoram a potência depois de quatro semanas, mas somente o grupo estruturado manteve esta melhoria nas semanas cinco e seis. A capacidade aeróbica foi melhorada tanto no VGA não-estruturado (Pre: 36,0 ± 5,2ml.kg.min-¹, Post: 39,7 ± 4,9 ml.kg.min-¹, p = 0,038) e estruturado (Pre: 39,0 ± 5,9ml.kg.min-¹,Post: 47,8 ± 4,3ml.kg.min-¹, p= 0,006). O VGA estruturado proporcionou maiores benefícios na saúde da capacidade aeróbica e a potência em homens jovens sedentários, em relação ao VGA não-estruturado.

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          Most cited references26

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          A nomogram for calculation of aerobic capacity (physical fitness) from pulse rate during sub-maximal work.

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            Obesity: preventing and manag-ing the global epidemic

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              Exercise, affect, and adherence: an integrated model and a case for self-paced exercise.

              The article reviews research relevant to a proposed conceptual model of exercise adherence that integrates the dual mode model and hedonic theory. Exercise intensity is posited to influence affective response to exercise via interoceptive (e.g., ventilatory drive) and cognitive (e.g., perceived autonomy) pathways; affective response to exercise is posited to influence exercise adherence via anticipated affective response to future exercise. The potential for self-paced exercise to enhance exercise adherence is examined in the context of the proposed model and suggestions are given for future research. Further evidence in support of self-paced exercise could have implications for exercise prescription, especially among overweight, sedentary adults, who are most in need of interventions that enhance adherence to exercise programs.
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                Author and article information

                Contributors
                Role: ND
                Role: ND
                Role: ND
                Role: ND
                Journal
                motriz
                Motriz: Revista de Educação Física
                Motriz: rev. educ. fis.
                Universidade Estadual Paulista (Rio Claro )
                1980-6574
                September 2015
                : 21
                : 3
                : 305-311
                Affiliations
                [1 ] Universidade de Pernambuco Brazil
                [2 ] University of North Carolina United States
                Article
                S1980-65742015000300305
                10.1590/S1980-65742015000300012
                d1f43775-f21d-4e02-8bf1-b9c232ea86a1

                http://creativecommons.org/licenses/by/4.0/

                History
                Product

                SciELO Brazil

                Self URI (journal page): http://www.scielo.br/scielo.php?script=sci_serial&pid=1980-6574&lng=en
                Categories
                SPORT SCIENCES

                Sports medicine
                videogames,physical fitness,ejercicio,video games,exercise,juegos de vídeo,aptitud física,exercício,treinamento físico

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