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1.
Curr Psychol ; : 1-10, 2022 Sep 17.
Artículo en Inglés | MEDLINE | ID: mdl-36157939

RESUMEN

Using a within-subjects design, this study assessed the experimental effect of common activities upon positive and negative affect scores in a college student sample. All participants completed the following 30-minute activity conditions: treadmill walking, self-selected schoolwork (i.e., studying), social media use, and a control condition where participants sat in a quiet room (i.e., do nothing). Positive and negative affect scores were assessed at baseline, mid-, and post-condition. Positive affect scores increased by 26% and 10% during the treadmill and studying conditions, respectively. Conversely, positive affect decreased by 20% and 24% during the social media and "do nothing" conditions, respectively. Furthermore, negative affect was decreased by 8% in the studying condition. These changes were statistically significant (p ≤ 0.04). This suggests that college students' everyday activities can significantly impact affect, for better and for worse. As demonstrated, studying and walking may improve affect, whereas social media use may negatively impact affect.

2.
Artículo en Inglés | MEDLINE | ID: mdl-34299973

RESUMEN

Decreases in individuals' physical activity and increases in sedentary behavior and bodyweight have been reported during the COVID-19 pandemic. The present study assessed the ability of physical activity monitoring, which may promote physical activity and discourage sedentary behavior, to mitigate these negative outcomes. An evaluation of university samples (N = 404, 40.5 ± 15.4 years) of self-reported physical activity, sedentary behavior, and bodyweight prior to the closure of campus due to the pandemic in March of 2020 and again at the time of the survey administration (May-June 2020) during pandemic-related restrictions was performed. Participants also reported whether they did (n = 172) or did not (n = 232) regularly use physical activity monitoring technology. While physical activity was unchanged during the pandemic (p ≥ 0.15), participants significantly increased sitting by 67.8 ± 156.6 min/day and gained 0.64 ± 3.5 kg from pre-campus to post-campus closure (p < 0.001). However, the use of activity monitoring did not moderate these changes. In conclusion, while physical activity was not affected, participants reported significant increases in sedentary behavior and bodyweight during the COVID-19 pandemic. These changes occurred regardless of whether participants regularly used physical activity monitoring or not.


Asunto(s)
COVID-19 , Pandemias , Peso Corporal , Ejercicio Físico , Humanos , SARS-CoV-2 , Conducta Sedentaria
3.
Pediatr Exerc Sci ; 33(4): 145-151, 2021 06 24.
Artículo en Inglés | MEDLINE | ID: mdl-34167087

RESUMEN

PURPOSE: To assess children's physical activity, sedentary behavior, liking, and motivation during 3 separate simulated recess conditions: playing alone, with their parent participating, and with their peer participating. METHODS: Children participated in the 3 separate conditions. During each condition, the children had access to an outdoor playground and sedentary activity options for 30 minutes. Accelerometry recorded the physical activity. Time allocated to sedentary options was monitored via a stopwatch. A visual analog scale was used to assess liking, and motivation was assessed as the children's willingness to participate in an additional 10 minutes of each condition. RESULTS: The children sat 88% less and were 33% more physically active with their peer versus playing alone. The children also sat 65% less during the parent condition than alone. Lastly, the children reported ≥34% liking and were ≥2-fold more likely to participate in the additional 10-minute activity bout during the parent and peer conditions than alone. The differences were significant (P ≤ .05) except for the children's decision to participate in the additional 10 minutes in the parent versus the alone condition (P = .058). CONCLUSIONS: Relative to the alone condition, the presence of a peer or parent reduced sedentary behavior and increased liking and the motivation to participate in that condition. However, only the presence of a peer increased physical activity versus alone.


Asunto(s)
Influencia de los Compañeros , Conducta Sedentaria , Acelerometría , Niño , Ejercicio Físico , Humanos , Padres
4.
Games Health J ; 10(1): 28-32, 2021 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-33434444

RESUMEN

Objective: This study assessed the oxygen consumption [VO2 mL/(kg·min)], liking, and relative reinforcing (motivating) value (RRV) of a moderately physiologically challenging exergame [Nintendo Wii-Sports Boxing (Boxing)] versus a minimally challenging exergame [Nintendo Wii Lego Star Wars (Lego)]. Materials and Methods: VO2 and liking were recorded in children(N = 28, 7.8 ± 1.3 years old) during three 10-minute conditions: recumbent resting (Resting), and playing Wii Boxing or Wii Lego. Resting was completed first, and the order of exergames was randomized. Next, children performed an operant button pressing task using a progressive fixed ratio to assess the RRV of the two videogame conditions. Children worked to earn up to 11 minutes for Boxing, Lego, or a combination of the two. The output maximum (Omax) performed to earn access to each game was the measure of RRV. Results: There was a significant (P ≤ 0.03 for all conditions) step-wise increase in VO2 from Resting [4.3 ± 1.2 mL/(kg·min)] to Lego [5.3 ± 0.5 mL/(kg·min)] and from Lego to Boxing [11.7 ± 4.2 mL/(kg·min)]. Liking was significantly greater for Boxing (P = 0.003) and Lego (P < 0.0001, 7.1 ± 2.9 cm; 7.1 ± 2.7 cm, respectively) versus Resting (4.6 ± 3.8 cm), with no significant difference between Boxing and Lego (P = 0.358). Lastly, Omax was significantly (P = 0.021) greater for Lego (257.7 ± 390.6 presses) than for Boxing (51.7 ± 131.0 presses). Conclusion: Oxygen consumption during Wii Boxing was significantly greater than during Wii Lego. Despite this greater physiological challenge, liking was similar for both Lego and Boxing. However, children were more motivated to play Lego than Boxing.


Asunto(s)
Terapia por Ejercicio/normas , Juegos de Video/normas , Índice de Masa Corporal , Niño , Terapia por Ejercicio/métodos , Femenino , Frecuencia Cardíaca/fisiología , Humanos , Masculino , Actividad Motora/fisiología , Consumo de Oxígeno/fisiología , Juegos de Video/tendencias
5.
Int J Exerc Sci ; 13(5): 1326-1339, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33042377

RESUMEN

The COVID-19 pandemic has closed non-essential businesses which may alter individuals' leisure behaviors. Consequently, physical activity and sedentary behavior may be negatively impacted as many fitness and recreational centers have been closed. This study aimed to examine the impact of the pandemic on physical activity and sedentary behavior in a sample of university students and employees before and after the university cancelled face-to-face classes and closed campus. Participants (N = 398) completed the validated Godin physical activity questionnaire and the International Physical Activity Questionnaire which assessed physical activity and sedentary behavior pre- and post-cancellation of face-to-face classes. Participants were also separated in the groups (low, moderate, high physical activity) based upon a tertile split of pre-pandemic total physical activity. Physical activity group by time ANOVAs were used to assess potential changes in total physical activity and sedentary behavior. Post-cancellation sedentary behavior was greater (F (1, 388) = 9.2, p = 0.003, partial η2 = 0.032) than pre-cancellation. Physical activity group moderated (F (2, 395) = 22.0, p < 0.001, partial η2 ≥ 0.10) changes in total physical activity from pre- to post cancellation. The high activity group decreased physical activity whereas the moderate and low activity groups increased physical activity (t ≥ 2.4, p ≤ 0.02, Cohen's d = 0.23). While the university closure increased sedentary behavior across the sample, it only decreased physical activity in participants who were the most active pre-cancellation. Pandemic-related closure of facilities designed for physical activity may disproportionately impact active individuals.

6.
Int J Exerc Sci ; 13(3): 1583-1594, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33414870

RESUMEN

The purpose of this study was to assess changes in pain and physical activity after replacing a traditional spinal cord stimulation (SCS) implantable pulse generator with a next generation SCS in patients for whom traditional SCS was no longer providing adequate relief of low back and/or leg pain. Subjects (n = 19) who reported that they were no longer receiving adequate relief from traditional SCS were implanted with a next generation SCS. Eighteen additional patients who were receiving relief from traditional SCS were also followed as a control. Both groups (next generation, traditional) were assessed for low-back and limb pain (visual analog scale) and daily physical activity (wearable accelerometer) at baseline and three, six, nine and 12 months following the SCS implant. Relative to baseline, next generation SCS subjects exhibited reductions (p ≤ 0.05 for all) in low-back pain (average reduction of 22%) at every time point, in leg pain (average reduction of 23%) at every time point except six months and increased physical activity (average increase of 57%) at three, six and nine months. As expected, there were no changes in pain or physical activity in the traditional SCS subjects (p ≥ 0.1). In conclusion, pain decreased, and physical activity increased in patients receiving a next generation SCS. Physical activity may serve as an objectively measured marker of pain.

7.
Int J Exerc Sci ; 13(5): 1501-1511, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33414882

RESUMEN

The purpose of the current study was to examine physiologic response, liking, and relative reinforcing value (RRV) of children playing an exergame with a friend under two goal structures: competitive and cooperative. A sample of twenty participants (8.7 ± 1.3 years old) and a self-selected friend completed three conditions: rest, competitive, and cooperative play. During the competitive condition, participants played Nintendo Wii Tennis® against their friend. During cooperative play, participants and their friend played together against a computer avatar. During each condition, oxygen consumption (VO2, ml·kg-1·min-1) and liking (visual analog scale) were recorded. After finishing all conditions, children completed an RRV computer task to assess their motivation to play the competitive versus cooperative goal structures. During this task children performed work (button presses) to participate in additional competitive play, cooperative play, or a combination. The output maximum (Omax), or maximum work for each goal structure, was used as the measure of RRV. It was determined that VO2 was significantly (p ≤ 0.001) greater for cooperative and competitive play than rest. Liking was significantly greater for cooperative play than rest (p ≤ 0.001) and competitive play (p = 0.03). There were no significant differences (p > 0.05) between cooperative and competitive play for VO2 or Omax. In conclusion, while liking was greater for the cooperative condition versus competitive, motivation did not differ between goal structures. Further investigation into methods of making physical activity more reinforcing, in addition to well-liked by children, is necessary to optimize this behavior.

8.
J Phys Act Health ; 16(12): 1085-1091, 2019 12 01.
Artículo en Inglés | MEDLINE | ID: mdl-31648204

RESUMEN

BACKGROUND: Parkinson's disease (PD) results in a global decrease in information processing, ultimately resulting in dysfunction executing motor-cognitive tasks. Motor-cognitive impairments contribute to postural instability, often leading to falls and decreased physical activity. The aim of this study was to determine the effects of a multimodal training (MMT) versus single-modal (SMT) training on motor symptoms, fall frequency, and physical activity in patients with PD classified as fallers. METHODS: Individuals with PD were randomized into SMT (n = 11) or MMT (n = 10) and completed training 3 times per week for 8 weeks. The SMT completed gait and cognitive training separately, whereas MMT completed gait and cognitive training simultaneously during each 45-minute session. Physical activity, 30-day fall frequency, and PD motor symptoms were assessed at baseline, posttreatment, and during a 4-week follow-up. RESULTS: Both groups exhibited significant (P < .05) improvements in clinical ratings of motor function, as symptoms improved by 8% and 15% for SMT and MMT, respectively. Physical activity significantly increased (P < .05) for both groups from baseline (mean steps 4942 [4415]) to posttreatment (mean steps 5914 [5425]). The MMT resulted in a significant 60% reduction in falls. CONCLUSIONS: Although SMT and MMT approaches are both effective in improving physical activity and motor symptoms of PD, only MMT reduced fall frequency after the intervention.


Asunto(s)
Accidentes por Caídas/prevención & control , Terapia por Ejercicio/métodos , Marcha/fisiología , Enfermedad de Parkinson/rehabilitación , Equilibrio Postural/fisiología , Adulto , Anciano , Cognición , Ejercicio Físico/fisiología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Enfermedad de Parkinson/fisiopatología , Enfermedad de Parkinson/psicología
9.
Digit Health ; 5: 2055207619844870, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31019724

RESUMEN

OBJECTIVE: "Active couch potato" describes an individual who is sufficiently physically active yet highly sedentary. Cell phones promote activities understood as sedentary behaviors (e.g. watching videos). Research demonstrates that cell phone use is positively associated with sedentary behavior. Although sedentary behavior typically displaces physical activity, no relationship between cell phone use and physical activity has been found. Thus, it is possible that some sufficiently active individuals are also high-frequency cell phone users and therefore highly sedentary. In other words, cell phone use may predict being an "active couch potato" among active people. Testing this hypothesis was the purpose of this study. "Active couch potatoes" are of concern as the negative effects of excessive sedentary behavior are independent of the benefits of physical activity. METHODS: College students (228) completed validated surveys assessing physical activity, sedentary behavior, and cell phone use. Using a previously validated method, participants were rated as sufficiently active or not based upon their physical activity survey score. Participants who were not sufficiently active were excluded from further analysis resulting in a final sample of 171. These sufficiently active individuals were categorized as "active couch potatoes" if they were also highly sedentary (i.e. sitting for eight or more hours/day). Logistic regression determined if cell phone use predicted being categorized as an "active couch potato." RESULTS: Cell phone use was a significant, positive predictor of being an "active couch potato." With each additional hour of daily cell phone use, the odds of becoming an "active couch potato" increased by 11.4% (Wald = 5.934, P = 0.015, Exp(B) = 1.114). On average, active couch potatoes used their cell phone 1.7 hours more each day than their sufficiently active but not overly sedentary peers. CONCLUSION: Increased cell phone use was a significant predictor of being an "active couch potato." Explanations and implications are discussed.

10.
Eur J Appl Physiol ; 119(7): 1547-1556, 2019 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-31025095

RESUMEN

PURPOSE: Cold-induced vasodilation (CIVD) is known to protect humans against local cold injuries and improve manual dexterity. The current study examined the effects of metabolic heat production on cold-induced vasodilation responses in normobaric hypoxia and normoxia. METHODS: Ten participants immersed their non-dominant hand into 5 °C water for 15 min. Minimum finger temperature (Tmin), maximum finger temperature (Tmax), onset time, amplitude, and peak time were measured before and after exercise under normoxia (21% O2) and two levels of normobaric hypoxia (17% O2 and 13% O2). RESULTS: Neither Tmin nor amplitude was affected by hypoxia. However, Tmax was significantly decreased by hypoxia while reduction in onset time and peak time trended towards significance. Tmin, Tmax, and amplitude were significantly higher during post-exercise CIVD than pre-exercise CIVD. CONCLUSION: The CIVD response may be negatively affected by the introduction of hypoxia whereas metabolic heat production via exercise may counteract adverse effects of hypoxia and improve CIVD responses.


Asunto(s)
Regulación de la Temperatura Corporal , Frío , Ejercicio Físico , Hipoxia/fisiopatología , Vasodilatación , Adulto , Humanos , Inmersión , Masculino
11.
J Sports Sci ; 37(7): 735-740, 2019 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-30238836

RESUMEN

Low-cost physical activity monitors may provide a more accurate measure of physical activity than subjective methods (e.g., self-report) while being less costly than research-grade accelerometers. The present study assessed the validity of a low-cost monitor (Movband 2) to estimate physical activity behavior/intensity. Participants (N = 23, n = 16 female, BMI = 22.9 ± 4.0 kg/m2, age = 21.9 ± 1.6 years) completed four, five-minute treadmill stages (2.0, 3.0, 4.0, 5.0 MPH) while wearing both the Movband and the previously-validated Actigraph monitor. Oxygen consumption (VO2) was recorded during each stage (Laboratory assessment). A subset (n = 15, n = 10 female, BMI = 22.2 ± 3.2 kg/m2, age = 21.5 ± 0.8 years) of these participants then wore the two accelerometers for three days (Free-living assessment). During the Laboratory assessment there were strong, significant (r = 0.94, p ≤ 0.001) relationships between Movband and Actigraph counts and VO2. During Free-living assessment there was also a strong, significant (r = 0.97, p < 0.001) correlation between Movband and Actigraph counts. The low-cost, Movband accelerometer appears to provide a valid assessment of physical activity behavior/intensity.


Asunto(s)
Acelerometría/normas , Prueba de Esfuerzo , Ejercicio Físico , Monitores de Ejercicio/normas , Acelerometría/economía , Acelerometría/instrumentación , Actividades Cotidianas , Costos y Análisis de Costo , Femenino , Monitores de Ejercicio/economía , Frecuencia Cardíaca , Humanos , Masculino , Consumo de Oxígeno , Percepción , Esfuerzo Físico/fisiología , Muñeca , Adulto Joven
12.
Pediatr Exerc Sci ; 30(1): 150-156, 2018 02 01.
Artículo en Inglés | MEDLINE | ID: mdl-29376457

RESUMEN

BACKGROUND: Mobile Internet-connected electronic devices provide access to activities that have traditionally been associated with sedentary behavior. Because they are portable, these devices can be utilized in any environment. Therefore, providing children with access to these devices in environments that typically promote physical activity may result in a reduction in physical activity behavior. PURPOSE: To assess children's physical and sedentary (ie, sitting) activity with and without the presence of a mobile Internet-connected tablet computer. METHODS: A total of 20 children [6.7 (1.9) y old] participated in 2 simulated recess conditions in a gymnasium on separate days. During each condition, children had free-choice access physical activity options and a table of sedentary activities for 40 minutes. During 1 session, the iPad was present, and in the other session, it was not. Physical activity was monitored via an accelerometer, and sedentary time was monitored via a stopwatch. RESULTS: Children significantly (P ≤ .03) reduced average physical activity intensity and increased their sedentary behavior with the iPad present [4.4 (4.0) metabolic equivalents/min and 20.9 (12.4) min sitting] versus the condition without the iPad present [5.3 (4.0) metabolic equivalents/min and 13.6 (13.2) min sitting]. CONCLUSION: Introducing an mobile Internet-connected tablet computer into a gymnasium reduced children's physical activity intensity by 17% and increased sedentary behavior by 54%.


Asunto(s)
Conducta Infantil , Computadoras de Mano , Ejercicio Físico , Conducta Sedentaria , Acelerometría , Niño , Femenino , Humanos , Internet , Masculino
13.
J Exerc Sci Fit ; 16(1): 37-42, 2018 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-30662491

RESUMEN

BACKGROUND/OBJECTIVE: Physical activity (PA) is important in reducing childhood obesity, yet a majority of children are not meeting PA guidelines. Schools have been identified as a place to promote childhood PA. The purpose of this study was to determine the best type of physically active recess period to increase preschool-aged children's PA. METHODS: PA was measured via accelerometers in preschool-aged children (n = 29) during three, 30-min recess conditions (control; structured play; free play) on separate school days. Tertile splits were performed based on PA during the free play condition and children were divided into three groups: highly, moderately and least active. RESULTS: For the aggregated sample, children were more (p ≤ 0.001) active during the free play (1282 ±â€¯662 counts. min-1) and structured play (1416 ±â€¯448 counts. min-1) recess versus the control condition (570 ±â€¯460 counts. min-1) and activity was not different between the free play and structured conditions. However, children who were the most active during free play (1970 ±â€¯647 counts·min-1) decreased (p ≤ 0.05) activity during structured play (1462 ±â€¯535 counts·min-1), whereas children who were moderately active (1031 ±â€¯112 counts·min-1) or the least (530 ±â€¯239 counts·min-1) active during free play increased activity during structured play (1383 ±â€¯345 counts·min-1 moderately active, 1313 ±â€¯413 counts·min-1 least active). CONCLUSION: Providing a physically-active recess period will contribute to preschool-aged children meeting the recommended PA guidelines; however, different children may respond in a different way based upon the structure of the recess period.

14.
Games Health J ; 6(3): 165-170, 2017 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-28628384

RESUMEN

OBJECTIVE: To assess self-reported walking and sedentary behavior in young adults before and after downloading "Pokémon Go!". MATERIALS AND METHODS: In September 2016, a sample of 358 (19.8 ± 2.1 years old, n = 187 females) college students who had downloaded "Pokémon Go!" on their cellular telephones (i.e., cell phones) were surveyed for weekly walking and sedentary behavior via the International Physical Activity Questionnaire. A single interview was administered to participants who estimated their walking and sedentary behavior at three time points: the week immediately preceding their download of "Pokémon Go!" (Baseline), the first week after downloading the game (Time 1), and the week the survey was completed (Time 2). Differences in self-reported physical activity and sedentary behavior across the three time points and across the two genders were compared via analyses of variance. RESULTS: There was a significant main effect of time (F ≥ 49.3, P ≤ 0.001) for walking and sedentary behavior. Participants reported greater (t ≥ 9.5, P < 0.001) daily walking during Time 1 (218.6 ± 156.3 minutes) and Time 2 (182.7 ± 172.1 minutes) versus the baseline (108.5 ± 110.8 minutes). Walking behavior was also significantly greater (t = 4.1, P < 0.001) at Time 1 versus Time 2. Participants reported greater (t ≥ 6.5, P < 0.001) daily sedentary behavior during baseline (346.6 ± 201.3 minutes) versus both Time 1 (261.7 ± 172.4 minutes) and Time 2 (284.3 ± 175.4 minutes). Sedentary behavior was also significantly greater (t = 2.6, P = 0.03) at Time 2 versus Time 1. There were no effects of gender (F ≤ 1.8, P ≥ 0.17). CONCLUSION: Playing "Pokémon Go!" was associated with increased self-reported walking and decreased sedentary behavior. Such games hold promise as technology that may promote physical activity and discourage sedentary behavior.


Asunto(s)
Conducta Sedentaria , Estudiantes/psicología , Juegos de Video/normas , Caminata/psicología , Adolescente , Femenino , Humanos , Masculino , Autoinforme , Estudiantes/estadística & datos numéricos , Universidades/organización & administración , Universidades/estadística & datos numéricos , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Caminata/estadística & datos numéricos , Adulto Joven
15.
Int J Exerc Sci ; 10(1): 76-86, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-28479949

RESUMEN

Parkinson's disease is a neurodegenerative disease that has traditionally been treated with anti-parkinsonian medication. There is increasing evidence that exercise is beneficial to those with PD, therefore, it is necessary to validate a measure of exertion that can be implemented across exercise settings that may not have the capability to actively monitor heart rate. The aim of this project was to determine the validity of the Borg RPE scale in individuals with PD undergoing a maximal progressive cycling exercise test. Thirty-eight males and females (58.5 ± 8.1 yrs) with a clinical diagnosis of idiopathic PD, Hoehn and Yahr stage II-III, completed a maximal exercise test. Heart rate was monitored continuously, with RPE being recorded during the last minute of each stage of the test. Correlation analysis was used to evaluate the relationship between RPE and continuous heart rate monitoring. A significant, positive correlation was present between RPE and heart rate and RPE and workload, r = 0.61 and r = 0.77 respectively. A separate mixed effects model regression analyses indicated that RPE was a significant predictor of heart rate (p < 0.001) and workload (p < 0.001). The results of a mixed effect models that RPE scores indicated that RPE values at commonly prescribed workout intensities were not associated with age, gender, or disease severity (p>0.05). Significant, positive correlation between RPE and HR indicates that the Borg category ratio scale may be used in individuals with Parkinson's disease in which formal exercise testing may not be available.

16.
Springerplus ; 5: 498, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27186462

RESUMEN

OBJECTIVE: Research on adults and animals has demonstrated that chronic and acute overfeeding can alter physical activity behavior. However, there are no assessments of the acute effects of high-calorie (HC) meals on physical activity behavior in children. This is of importance as a typical school lunch is HC. If this type of meal negatively impacts subsequent physical activity behavior, the ability of post-lunch recess periods as a means to increase energy expenditure may be lessened. PURPOSE: To assess the effect of two meals of differing caloric content, HC and low calorie (LC), on children's subsequent physical activity behavior. METHODS: Nineteen healthy children (aged 6-10) completed two laboratory sessions where they were fed lunch with HC or LC content, but equivalent macronutrient distribution. Children had 15 min to consume as much of the meal as possible per session. Children consumed 659.5 ± 101.3 kcal in the HC condition and 291.8 ± 12.1 kcal in the LC condition. After the meal, children went to a gymnasium for 40 min. In the gymnasium children had free-choice access to obstacle courses, various sports equipment, and a table with sedentary activities. Children could play with any of the activities in any amount they wished for the entire activity session. Children's physical activity was monitored with accelerometers and that data was converted into caloric expenditure. Each child ate all meals and participated in the free-choice activity sessions with no other children present. RESULTS: Caloric expenditure during the free-choice activity sessions was not significantly different (p = 0.4) between the HC (89.2 ± 27.3 kcals) and LC (83.4 ± 34.9 kcals) conditions. However, caloric balance (kcals eaten-kcals expended) was 2.74-fold greater (p < 0.001) in the HC condition (Δ 570.3 ± 92.2 kcals) than the LC condition (Δ 208.4 ± 32.0 kcals). CONCLUSION: Children did not alter their physical activity behavior during a free-choice activity session after consuming a HC meal versus a LC meal. Because activity was not different across the two conditions, children had a much greater caloric surplus during the HC condition than the LC condition.

17.
BMC Res Notes ; 9: 195, 2016 Mar 31.
Artículo en Inglés | MEDLINE | ID: mdl-27029494

RESUMEN

BACKGROUND: Cellular telephone (cell phone) use decreases walking speed in controlled laboratory experiments and there is an inverse relationship between free-living walking speed and heart failure risk. The purpose of this study was to examine the impact of cell phone use on walking speed in a free-living environment. METHODS: Subjects (n = 1142) were randomly observed walking on a 50 m University campus walkway. The time it took each subject to walk 50 m was recorded and subjects were coded into categories: cell phone held to the ear (talking, n = 95), holding and looking at the cell phone (texting, n = 118), not visibly using the cell phone (no use, n = 929). RESULTS: Subjects took significantly (p < 0.001) longer traversing the walkway when talking (39.3 s) and texting (37.9 s) versus no use (35.3 s). CONCLUSION: As was the case with the previous laboratory experiments, cell phone use significantly reduces average speed during free-living walking.


Asunto(s)
Teléfono Celular , Velocidad al Caminar/fisiología , Femenino , Humanos , Masculino , Investigadores
18.
Games Health J ; 5(2): 108-13, 2016 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-26978073

RESUMEN

OBJECTIVE: This study was designed to assess physiologic responses and hedonics (i.e., liking) during prolonged physically interactive videogame play. MATERIALS AND METHODS: Participants (n = 24) completed three 30-minute videogame conditions on separate days in a random order. During two of the conditions participants played physically interactive videogames (Nintendo of America, Inc. [Redmond, WA] "Wii™ Fit" "Basic Run" and "Basic Step"). During the third condition participants played a traditional/sedentary game ("Tanks!"), which required minimal physical movement for gameplay. Oxygen consumption (VO2) was assessed using indirect calorimetry throughout each condition and averaged every 5 minutes. Liking was assessed via visual analog scale at the 15- and 30-minute time points during each condition. RESULTS: Mean VO2 was significantly (P < 0.001) greater during "Basic Run" (16.14 ± 5.8 mL/kg/minute, 4.6 ± 1.7 metabolic equivalents [METs]) than either "Basic Step" (11.4 ± 1.7 mL/kg/minute, 3.3 ± 0.5 METs) or the traditional/sedentary videogame (5.39 ± 1.0 mL/kg/minute, 1.5 ± 0.1 METs). "Basic Step" was also greater (P < 0.001) than the traditional/sedentary game. VO2 did not significantly (P = 0.25) fluctuate across the 30-minute session for any game. In other words, participants maintained a consistent physiologic intensity throughout each 30-minute condition. There were no differences (P ≥ 0.20) across gaming conditions or time for liking. CONCLUSIONS: Participants achieved and maintained moderate-intensity physical activity (≥3.0 METs) during both 30-minute physically interactive videogame conditions. Furthermore, because liking was similar across all gaming conditions, participants may be willing to substitute the physically interactive videogames in place of the traditional/sedentary game.


Asunto(s)
Ejercicio Físico/fisiología , Ejercicio Físico/psicología , Juegos de Video/psicología , Adulto , Calorimetría Indirecta , Femenino , Frecuencia Cardíaca/fisiología , Humanos , Masculino , Equivalente Metabólico/fisiología , Consumo de Oxígeno/fisiología , Placer
19.
J Strength Cond Res ; 30(2): 497-503, 2016 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-26813634

RESUMEN

Fitness professionals and popular media sources often recommend exercising with a partner to increase exercise motivation, adherence, intensity, and/or duration. Although competition with peers has been shown to enhance maximal athletic performance, experimental research examining the impact of peer influence on submaximal exercise behavior in adults is limited. The purpose of this study was to determine the effects of the presence of familiar and unfamiliar peers, vs. running alone, on recreational runners' voluntary running duration, distance, intensity, liking (i.e., enjoyment), and ratings of perceived exertion (RPEs). Recreational runners (n = 12 males, n = 12 females) completed 3 experimental trials, each under a different social condition, in a randomized order. Each trial consisted of self-paced running for a duration voluntarily determined by the participant. The 3 social conditions were running alone, with a sex- and fitness-matched familiar peer, or with a sex- and fitness-matched unfamiliar peer. A wrist-worn global positioning system was used to record running duration, distance, and average speed. Liking and RPE were assessed at the end of each trial. Mixed model regression analysis showed no significant effects of social condition (p ≥ 0.40) for any of the dependent variables. The presence of a familiar or unfamiliar peer did not alter recreational runners' running behavior, liking, or perceived exertion during submaximal exercise. However, exercising with others may have other benefits (e.g., reduced attrition) not examined herein.


Asunto(s)
Influencia de los Compañeros , Carrera/psicología , Adulto , Rendimiento Atlético/psicología , Femenino , Humanos , Masculino , Motivación , Percepción , Esfuerzo Físico
20.
J Pediatr ; 170: 206-10, 2016 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-26725460

RESUMEN

OBJECTIVES: To assess the amount, intensity, enjoyment, and preference of children's physical activity in a controlled gymnasium setting under 3 experimental, social conditions: alone, with a parent watching, and with a parent participating. STUDY DESIGN: Children (n = 10 girls, 10 boys), 3-6 years old, along with 1 parent (n = 17 mothers, 3 fathers) per child participated in each social condition on separate days for 30 minutes in which they could choose from a variety of physical and/or sedentary activities. RESULTS: A greater number of accelerometer counts (P ≤ .02) were accumulated during the parent participating (109,523 ± 32,155 counts) condition than the alone (67,938 ± 37,857 counts) and parent watching (85,624 ± 44,985 counts) conditions. Counts during parent watching were also greater (P = .01) than alone. More time (P ≤ .008) was allocated to sedentary activities during the alone (16.2 ± 9.6 minutes) condition than parent watching (9.6 ± 9.3 minutes) and parent participating (3.8 ± 5.1 minutes). Children liked (P ≤ .02) the parent participating (9.9 ± 0.45 cm) condition more than alone (8.0 ± 2.72 cm) and parent watching (8.7 ± 1.52 cm). A greater (P < .001) proportion of children identified the parent participating (80%) as their preferred condition over either the parent watching (10%) or alone (10%) conditions. CONCLUSIONS: Parental participation during physical activity (or at minimum direct supervision) may be an important component in the development of physical activity environments intended to maximize physical activity behavior in children.


Asunto(s)
Ejercicio Físico , Conductas Relacionadas con la Salud , Relaciones Padres-Hijo , Padres , Acelerometría/instrumentación , Adulto , Niño , Preescolar , Metabolismo Energético , Femenino , Humanos , Masculino
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