scholarly journals Comparação das respostas fisiológicas durante a prática de exergame e atividades convencionais: uma revisão sistemática com metanálise

2017 ◽  
Vol 22 (4) ◽  
pp. 332-342 ◽  
Author(s):  
Breno Vasconcelos ◽  
Andressa Formalioni ◽  
Leony Galliano ◽  
Cesar Vaghetti ◽  
Fabrício Del Vecchio

O objetivo do estudo foi realizar revisão sistemática com metanálise dos efeitos fisiológicos da prática de exergames em comparação com as mesmas atividades realizadas de maneira convencional. Para tal, foram utilizadas as bases de dados PubMed, Science Direct, Google Scholar e a revista Games For Health Journal, utilizando os seguintes descritores ou termos: “health video game” OR “active video game” AND “energy expenditure”; exergam* AND “physical activity”; exergam* AND comparison; exergam* compared to real; exergam* AND “real game”; exergam* AND “real sports”. Para serem incluídos, as pesquisas necessitavam ser originais e comparar atividades realizadas com exergame (EXG) com as mesmas atividades tradicionais. Os estudos que passaram pelos filtros de busca foram submetidos à escala PEDro de qualidade metodológica. Foram encontrados 2928 estudos potencialmente relevantes. Após avaliação por títulos, foram lidos 33 resumos, sendo que 13 artigos foram excluídos por serem duplicatas. Após avaliação dos resumos dos estudos considerados incluídos, sete foram selecionados para entrar na revisão, e três estudos localizados na literatura cinza foram incluídos. A metanálise apontou não haver diferença significativa para frequência cardíaca (p=0,248), percepção subjetiva de esforço (p=0,295), gasto energético (p=0,664) e consumo de oxigênio (p=0,455) entre atividades com EXG e atividades convencionais. Conclui-se que não há diferença entre EXG e atividades convencionais nas variáveis fisiológicas.

2021 ◽  
Vol 11 (22) ◽  
pp. 11046
Author(s):  
Han-Hung Huang ◽  
Brianna Gathright ◽  
Rachel Holik ◽  
Hannah Iverson ◽  
Emily Saville ◽  
...  

The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and flexibility. Psychological outcome measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF. Participants demonstrated a moderate level of exercise intensity during AVG based on average HR and RPE. HbA1c, BP, and lower extremity muscle strength were improved, but were not statistically significant. The changes on psychological assessment were not significant. However, most participants demonstrated positive behavior and attitudes toward health and physical activity at one-month follow-up. This pilot study demonstrated that the AVG program might be an effective and alternative way of exercise for people with T2D. A future RCT is warranted to determine the physical and psychological effects of AVG on T2D population.


2009 ◽  
Vol 21 (3) ◽  
pp. 245-253 ◽  
Author(s):  
Sadye Paez ◽  
Ann Maloney ◽  
Kristine Kelsey ◽  
Chris Wiesen ◽  
Angela Rosenberg

PEDIATRICS ◽  
2012 ◽  
Vol 129 (3) ◽  
pp. e636-e642 ◽  
Author(s):  
T. Baranowski ◽  
D. Abdelsamad ◽  
J. Baranowski ◽  
T. M. O'Connor ◽  
D. Thompson ◽  
...  

2018 ◽  
Vol 24 (5) ◽  
pp. 338-342
Author(s):  
Suliane Beatriz Rauber ◽  
Pierre Soares Brandão ◽  
José Fernando Vila Nova de Moraes ◽  
Bibiano Madrid ◽  
Daniel Fernandes Barbosa ◽  
...  

ABSTRACT Introduction: Physical activity has become less frequent since the 1980s, even among more active children. Objective: To analyze excess post-exercise oxygen consumption (EPOC) and total energy expenditure (TEE) in children during and after three different activities. Methods: Sixteen healthy children (9.6±0.1 yrs.) randomly underwent the following procedures lasting 30 minutes on different days: (a) traditional games (PLAY), (b) active video game (Dance Dance Revolution; DDR), and (c) watching television (TV). Oxygen consumption (VO2) was measured at rest, at the 10th, 20th, and 30th minute of intervention, and for 40 minutes post-intervention. TEE was also measured. Results: At the end of intervention, VO2 had increased by 330% and 166% for PLAY and DDR, respectively, compared to the rest. EPOC in PLAY was seen to occur at the 10th, 20th, and 30th post-interventional minutes from 7.00±1.02 (at rest) to 10.83±0.94, 10.03±0.58, and 9.80±0.77mL.kg-1.min-1, respectively. However, EPOC in DDR occurred at only the 10th postinterventional minute (7.04 to 8.61 mL.kg-1.min-1; p<0.01). After intervention, TEE in PLAY was greater than in DDR and TV (112.08±19.45 vs 56.98±6.34 vs 36.39±4.5 kcal; p<0.01), respectively. Conclusions: PLAY induced children to reach a greater VO2 during activity and greater EPOC and TEE compared to DDR and TV. Level of evidence A1b; Crossover study.


2014 ◽  
Vol 33 (2) ◽  
pp. 174-181 ◽  
Author(s):  
Elizabeth J. Lyons ◽  
Deborah F. Tate ◽  
Dianne S. Ward ◽  
Kurt M. Ribisl ◽  
J. Michael Bowling ◽  
...  

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