Manual Therapy, Posturology & Rehabilitation Journal
https://app.periodikos.com.br/journal/mtprehab/article/doi/10.17784/mtprehabjournal.2014.12.166
Manual Therapy, Posturology & Rehabilitation Journal
Research Article

Heart rate response during a session with different active videogames.

Brito-Gomes, Jorge Luiz; Perrier-Melo, Raphael José; De Albuquerque, Fabíola Lima; Costa, Manoel da Cunha

Downloads: 0
Views: 1096

Abstract

Introduction: Due to technological advancement, children and young adults pass to watching television, using the computer and playing videogames more frequently, favoring physical inactivity. However, a new form of videogames comes up as a possible tool for promoting physical activity. Objective: To examine changes in heart rate in a session with different sets of active videogames (Xbox360 with Kinect) and verified the intensities affected by the percentage of maximum heart rate. Method: 8 young adults (21 ± 1.60 years, 22 ± 1.60 kg / m²) with no gaming experience, performed on the Moment 1 anthropometric measurements (weight, height), hemodynamic measurements (heart rate at rest) and measurement of oxygen consumption. At Moment 2, a session with 4 different games Kinect Sports (modalities: Boxing, Table Tennis and Volleyball) and Dance Central 3. The session lasted 72 minutes (3 min each game familiarization then played for 10 minutes and then performed a passive rest 5 minutes). Throughout the session was monitored every minute heart rate. Results: There was significant increase in heart rate at different moments during the game, reaching reached 121 bpm ± 7.99, 121 ± 6.01 bpm, 113 bpm ± 3.95, 103 ± 4.16 bpm for Kinect Sports: Boxing, Dance Central 3, Kinect Sports Volleyball and Table Tennis respectively. Discussion: The games Dance Central 3 and Kinect Sports: boxing and volleyball reached moderate intensity at different times. However, the Kinect Table Tennis game showed few significant elevations. Besides presenting moments of analysis in the intensity, range considered light

Keywords

Exercise, videogames and heart rate.

References

 


1. Caspersen CJ, Powell KE, Cristensen GM. Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research. Public Health Reports. 1985;100(2):172-179.

2. Nahas, MV. Atividade física, saúde e qualidade de vida: conceitos e sugestões para um estilo de vida ativo. 4. ed. Londrina: Midiograf, 2006

3. Christie B, Trout J. Rather than contribute to a sedentary lifestyle, these games demand activity from the players. Interac Vid Game Phys Educat. 2007;78(5).

4. Graves LE, Ridgers ND, Williams K, Stratton G, Atkinson G, Cable NT. The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. J Phys Act Health. 2010;3:393–401.

5. Lanningham-Foster L, Foster RC, McCrady SK, Jensen TB, Mitre N, Levine JA. Activity-promoting video games and increased energy expenditure. J. Pediatr. 2009;154(6):819-23.

6. Haskell WL, Lee IM, Pate RR, Powell KE, Blair SN, Franklin BA, et al. Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Med Sci Sports Exerc. 2007;39(8):1423–34.

7. Bailey BW, McInnis K. Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming. Arch Pediatri Adolesc Med. 2011;165(7):597–602.

8. Graves LE, Ridgers ND, Stratton G. The contribution of upper limb and total body movement to adolescents’ energy expenditure whilst playing Nintendo Wii. Eur J Appl Physiol. 2008;104(4):617–623.

9. Douris PC, McDonald B, Vespi F, Kelley NC, Herman L. Comparison between nitendo wii fit aerobics and tradicional aerobic exercise in sedentary young adults. J Strength Cond Res. 2012 Apr;26(4):1052-7.

10. Roemmich JN, Lambiase Ms MJ, McCarthy TF, Feda DM, Kozlowski KF. Autonomy supportive environments and mastery as basic factors to motivate physical activity in children: a controlled laboratory study. International J Behav Nutr Phys Act. 2012;21:9-16. doi:10.1186/1479-5868-9-16

11. Smallwood SR, Morris MM, Fallows SJ, Buckley JP. Physiologic responses and energy expenditure of kinect active video game play in school children. Arch Pediatr Adolesc Med. 2012;166(11):1005–9. doi:10.1001/archpediatrics. 2012.1271.

12. Taylor LM, Maddison R, Pfaeffli LA, Rawstorn JC, Gant N, Kerse NM. Activity and energy expenditure in older people playing active video games. Arch Phys Med Rehabil. 2012;93(12):2281–6. doi:10.1016/j.apmr.2012.03.034

13. O’Donovan C, Hirsch E, Holohan E, McBride I, McManus R, Hussey J. Energy expended playing Xbox KinectTM and WiiTM games: a preliminary study comparing single and multiplayer modes. J Physioth. 2012;98(3):224–9.

14. ISAK - International Society for the Advancement of Kinantropometry, I. Inter Standards Anthro Assess. Australia 2011.

15. Heyward VH. Avaliação e prescrição de exercício: técnicas avançadas/ Vivian H. Heyward; trad. Márcia Dorneles - 4º.ed. p.69 - Porto Alegre, 2004.

16. Garber CE, Blissmer B, Deschenes MR, Franklin BA, Lamonte MJ, Lee IM, et al. American College of Sports Medicine position stand. Quantity and quality of exercise for developing and maintaining cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: guidance for prescribing exercise. Med Sci Sports Exerc. 2011;43(7):1334–59.

17. McArdle WD, Katch FI, Katch VL. Fisiologia do exercício: nutrição, energia e desempenho humano. 7. ed. Rio de Janeiro: Guanabara 2011.

18. Kafri M, Myslinski MJ, Gade VK, Deutsch JE. Energy expenditure and exercise intensity of interactive video gaming in individuals poststroke. Neurorehabil Neural Repair. 2013;28(1):56–65. doi:10.1177/1545968313497100

19. O’donavan C, Roche EF, Hussey J. The energy cost of playing active video games in children with obesity and children of a healthy weight. J Pediatr Obesity. 2013 Apr 29. doi: 10.1111/j.2047-6310.2013.00172.x. [Epub ahead of print].

20. Pellegrini AM. A Aprendizagem De Habilidades Motoras I: O Que Muda Com A Prática? Rev. paul. Educ. Fís. 2000;Supl.3:29-34, 2000.

21. Souza RA. Cruz LG, Carvalho PS, Silva FF, Carvalho WRG. Respostas cardiovasculares agudas em ambiente virtualmente simulado pelo Nintendo Wii. Rev. Bras. Cineantrope Desempenho Hum. 2013;15(1):60–70.

 

588167ce7f8c9d710a8b4572 mtprehab Articles
Links & Downloads

Man. Ther., Posturology Rehabil. J.

Share this page
Page Sections