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1.
Games Health J ; 3(5): 296-302, 2014 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-26192484

RESUMEN

OBJECTIVE: The aim of this study was to investigate the potential use of "Wii™ Fit Free Jogging" (Nintendo(®), Kyoto, Japan) as a tool to estimate aerobic fitness in healthy young adults. It was hypothesized that virtual distance achieved, an outcome reported by the "Wii Fit Free Jogging" game, may be used to estimate aerobic fitness. MATERIALS AND METHODS: Two exercise tests using "Wii Fit Free Jogging" were developed: the Wii Jogging Test and the Wii Step Test. For the Wii Jogging Test participants were required to jog on the spot with the aim of achieving the highest virtual distance possible in a given time. For the Wii Step Test participants had the same aim but were required to step up and down a 30-cm step. The construct and criterion validities of these tests were examined in two separate studies. Results were compared with maximal oxygen consumption (VO2max), which was established using the Bruce treadmill protocol. Oxygen consumption and heart rate were measured using an Oxycon™ Mobile indirect calorimeter (Jaeger™; Viasys Healthcare, Hoechberg, Germany) and a Polar heart rate monitor (Polar Electro Oy, Kempele, Finland). RESULTS: There was no difference between the highest oxygen consumption reached during the Wii Step Test and VO2max (P=0.101). In regression analysis virtual distance results from neither the Wii Jogging Test nor the Wii Step Test contributed to the prediction of VO2max (P=0.235 and P=0.396, respectively). CONCLUSIONS: In its current form, "Wii Fit Free Jogging" is not suitable for use as an exercise test. Although it elicited near-maximal exertion, there was no valid method of estimating aerobic fitness from virtual distance results.

2.
Games Health J ; 3(2): 92-7, 2014 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-26196050

RESUMEN

OBJECTIVE: The aim of this study was to examine the measurement properties of an outcome associated with the Nintendo(®) (Kyoto, Japan) game "Wii™ Fit Free Jogging" called virtual distance. Investigations into virtual distance were carried out with a view towards using this outcome measure as a tool to estimate fitness as part of a self-paced field-based exercise test. MATERIALS AND METHODS: Virtual distance achieved was recorded while participants jogged on a treadmill and stepped up and down a standardized step and while the game controllers (Wii remotes) were attached to electrically powered pedals moving at steady rates. Virtual distance was recorded at different time points and different speeds, using different consoles, using different Wii remotes, and using different virtual characters. RESULTS: When movement of the Wii remote was kept constant, there was no significant difference in virtual distance reached at different times, with different consoles, with different Wii remotes, or with different virtual characters (P<0.05). There was a significant difference between virtual distances reached when the speed of movement of the Wii remote was changed. An increase in the speed of jogging on the spot, an increase in the rate of stepping per minute, and an increase in rotations per minute on automated pedals all resulted in increased virtual distance. At a constant speed, the rate of increase in virtual distance with time was consistent. CONCLUSIONS: Virtual distance appears to be a reliable measure that is sensitive to changes in the speed of movement of Wii remotes.

3.
J Cyst Fibros ; 13(3): 341-6, 2014 May.
Artículo en Inglés | MEDLINE | ID: mdl-24189057

RESUMEN

BACKGROUND: Active video games are used in many hospitals as exercise tools for children with cystic fibrosis. However, the exercise intensity associated with playing these games has not been examined in this population. METHODS: Children with cystic fibrosis [n=30, aged 12.3 (2.6) years, 17 boys, BMI 17.7 (2.8) kg/m(2)] were recruited from outpatient clinics in Dublin hospitals. Age and gender matched control children were recruited from local schools. Oxygen consumption, metabolic equivalents (METs) calculated from resting V˙O2, and heart rate were measured while playing Nintendo Wii™ (Nintendo Co. Ltd., Tokyo, Japan) Sports Boxing and Nintendo Wii Fit Free Jogging using a portable indirect calorimeter (Oxycon Mobile). RESULTS: Playing Wii Boxing resulted in light intensity activity (2.46METs) while playing Wii Fit Free Jogging resulted in moderate intensity physical activity (4.44METs). No significant difference was seen between groups in the energy cost of playing active video games. CONCLUSION: Active video games are a useful source of light to moderate intensity physical activity in children with cystic fibrosis.


Asunto(s)
Boxeo/fisiología , Fibrosis Quística/fisiopatología , Ejercicio Físico/fisiología , Trote/fisiología , Juegos de Video , Adolescente , Índice de Masa Corporal , Niño , Estudios Transversales , Fibrosis Quística/metabolismo , Metabolismo Energético/fisiología , Femenino , Humanos , Masculino , Actividad Motora/fisiología , Consumo de Oxígeno/fisiología
4.
J Phys Act Health ; 11(2): 272-7, 2014 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-23359316

RESUMEN

BACKGROUND: Physical activity has beneficial effects on arterial stiffness among healthy adults. There is a lack of data on this relationship in adults with hypertension. The majority of studies which have examined physical activity and arterial stiffness have used subjective measures of activity. The aim of this study was to investigate the relationship between objectively measured habitual physical activity and arterial stiffness in individuals with newly diagnosed essential hypertension. METHODS: Adults attending an outpatient hypertension clinic were recruited into this cross sectional study. Physical activity was measured using a triaxial accelerometer. Pulse wave velocity (PWV) and augmentation index (AIx) were measured using applanation tonometry. Participant's full lipid profile and glucose were determined through the collection of a fasting blood sample. RESULTS: Fifty-three adults [51(14) years, 26 male] participated, 16 of whom had the metabolic syndrome. Inactivity was positively correlated with PWV (r = .53, P < .001) and AIx (r = .48, P < .001). There were significant inverse associations between habitual physical activity of all intensities and both AIx and PWV. In stepwise regression, after adjusting for potential confounders, physical activity was a significant predictor of AIx and PWV. CONCLUSION: Habitual physical activity of all intensities is associated with reduced arterial stiffness among adults with hypertension.


Asunto(s)
Arterias/fisiopatología , Ejercicio Físico , Ayuno/sangre , Hipertensión/diagnóstico , Actividad Motora , Rigidez Vascular , Acelerometría , Adolescente , Adulto , Anciano , Estudios Transversales , Elasticidad , Hipertensión Esencial , Femenino , Humanos , Hipertensión/sangre , Hipertensión/fisiopatología , Masculino , Manometría , Persona de Mediana Edad , Análisis de la Onda del Pulso , Análisis de Regresión , Adulto Joven
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