ABSTRACT
Addictive behaviors related to Internet are becoming more common and this tool has been essential once it enables home office, entertainment, homeschooling, and easy access to information. Despite the easiness brought by technology, the exaggerated use has affected users in different ways, including in the development of psychiatric disorders. This study aimed to assess internet addiction, depression, anxiety, attention-deficit/hyperactivity disorder (ADHD), attention, impulsivity, and stress in 48 adolescents (26 young women and 22 young men), aged from 15 to 18 years, with a mean age of 16.74 (0.61), mostly students of public schools, during COVID-19, to investigate correlations between these variables according to sex and sociodemographic aspects. To assess the factors, the Internet Addiction Test (IAT); the Swanson, Nolan, and Pelham Rating Scale (SNAP-IV) Questionnaire ; the Depression, Anxiety, and Stress scale for brazilian adolescents (EDAE-A); the Barratt Impulsiveness Scale (BIS-11); and a sociodemographic questionnaire were applied. The data collection was performed in schools located in southern Brazil. The results indicated that 12 out of 48 adolescents were considered addicted to the Internet. Moreover, Internet addiction was a predictor of depression in regression analysis (p<0.001). In addition, participants classified as more addicted to the Internet scored lower averages in general attention (p<0.035) and higher averages in behavioral symptoms of inattention and ADHD (p<0.050), stress (p<0.003), anxiety (p<0.016), and depression (p<0.015), with effect sizes ranging from moderate to high. Therefore, the intense internet use by adolescents might cause psychological consequences such as depression in adolescents. Family support and professional intervention might help in the reduction of symptoms and consequences of internet addiction as well as in its prevention.(AU)
A dependência de internet é cada vez mais comum, pois essa ferramenta tem se tornado imprescindível, uma vez que possibilita home office, entretenimento, educação domiciliar e fácil acesso às informações. No entanto, o uso exagerado da tecnologia afeta os usuários de diversas formas, inclusive no desenvolvimento de transtornos psiquiátricos. Este estudo visou avaliar a dependência de internet, depressão, ansiedade, hiperatividade, atenção, impulsividade e estresse em 48 adolescentes (26 meninas e 22 meninos) de 15 a 18 anos, com idade média de 16,74 (0,61), estudantes de escolas públicas do Sul do Brasil durante a covid-19, para investigar correlações entre as variáveis anteriores de acordo com gênero e aspectos sociodemográficos. Para avaliar, aplicou-se o Internet Addiction Test (IAT), um teste de atenção, escala SNAP IV, escala de depressão, ansiedade e estresse para adolescentes (EDAE-A), escala de impulsividade de Barratt e um questionário sociodemográfico. Os resultados indicaram que 12 adolescentes foram considerados viciados em internet, e que a dependência desta foi preditora da depressão na análise de regressão (p < 0,001). Ainda, os participantes classificados como adictos tiveram médias mais baixas em atenção geral (p < 0,035) e mais altas em sintomas comportamentais de desatenção e hiperatividade (p < 0,050), estresse (p < 0,003), ansiedade (p < 0,016) e depressão (p < 0,015), com efeitos que variaram de moderado a alto. Portanto, o uso intenso da internet por adolescentes pode ter consequências psicológicas, como a depressão. Bom apoio familiar e intervenção profissional podem ajudar na redução dos sintomas e consequências, bem como na prevenção da dependência.(AU)
La adicción a Internet es cada vez más habitual, puesto que esta herramienta es esencial para el trabajo remoto, el entretenimiento, la educación domiciliar y el fácil acceso a la información. Sin embargo, su uso exagerado afecta a la vida de las personas de diferentes maneras, incluso en el desarrollo de trastornos psiquiátricos. El objetivo de este estudio fue evaluar la adicción a Internet, depresión, ansiedad, hiperactividad, atención, impulsividad y estrés en 48 adolescentes (26 muchachas y 22 muchachos), de entre 15 y 18 años, con una edad promedio de 16,74 (0,61), en su mayoría estudiantes de escuelas públicas del Sur de Brasil, durante la pandemia de la COVID-19, para investigar las correlaciones entre las variables mencionadas según género y aspectos sociodemográficos. Para evaluar los factores, se aplicaron el Test de Adicción a Internet (TAI), un test de atención, la escala SNAP IV, la Escala de Depresión, Ansiedad y Estrés para adolescentes (EDAE-A), la escala de impulsividad de Barratt y un cuestionario sociodemográfico. Los resultados indicaron que 12 adolescentes fueron considerados adictos a Internet, además, la adicción a Internet fue un predictor de la depresión en el análisis de regresión (p<0,001). Igualmente, los participantes clasificados como más adictos a Internet tuvieron promedios más bajos en atención general (p<0,035), y más altos en síntomas conductuales de falta de atención e hiperactividad (p<0,050), estrés (p<0,003), ansiedad (p<0,016) y depresión (p<0,015), con efectos que varían de moderado a alto. Por lo tanto, el uso intenso podría producir consecuencias psicológicas como la depresión en los adolescentes. Tener un buen apoyo familiar e intervención profesional puede ayudar a reducir los síntomas y las consecuencias de la adicción a Internet, así como prevenirla.(AU)
Subject(s)
Humans , Male , Female , Adolescent , Adolescent , Internet Addiction Disorder , Technology Addiction , Mental Disorders , Perception , Personality Development , Psychological Phenomena , Psychological Tests , Psychology , Psychology, Social , Psychomotor Performance , Psychopathology , Psychotherapy , Rejection, Psychology , Self Concept , Sleep Wake Disorders , Social Adjustment , Social Alienation , Social Environment , Social Isolation , Social Sciences , Socialization , Socioeconomic Factors , Sociology , Stress, Psychological , Task Performance and Analysis , Therapeutics , Time , Work Simplification , Physicians' Offices , Bipolar Disorder , Boredom , Computer Communication Networks , Shyness , Activities of Daily Living , Computers , Exercise , Cognitive Behavioral Therapy , Comorbidity , Cerebral Cortex , Child Advocacy , Child Welfare , Mental Health , Public Health , Reproducibility of Results , Adolescent Behavior , Behavior, Addictive , Time Management , Cognition , Communications Media , Consumer Behavior , Neurobehavioral Manifestations , Neurocognitive Disorders , Wit and Humor , Counseling , Education, Distance , Affect , Culture , Adolescent Health , Depressive Disorder , Displacement, Psychological , Economics , Emotions , Equipment and Supplies , Disease Prevention , Exercise Test , Cerebrum , Family Conflict , Fear , Sedentary Behavior , Executive Function , Pandemics , Cognitive Dysfunction , Social Media , Financing, Personal , Mindfulness , Social Skills , Smartphone , Patient Health Questionnaire , Procrastination , Neuroticism , Academic Performance , Academic Success , Virtual Reality , Cyberbullying , Online Social Networking , Screen Time , Frustration , Data Analysis , Internet-Based Intervention , Psychological Distress , Social Comparison , Social Interaction , COVID-19 , Sluggish Cognitive Tempo , Exergaming , Social Deprivation , Sociodemographic Factors , Compulsive Sexual Behavior Disorder , Oppositional Defiant Disorder , Amygdala , Hostility , House Calls , Ergonomics , Impulsive Behavior , Interpersonal Relations , Introversion, Psychological , Anger , Learning , Limbic System , Loneliness , Mental Processes , Motivation , Motor Activity , Movement , NeurologyABSTRACT
Serious Exergames (SEGs) have been little concerned with flexibility/equivalence, complementarity, and monitoring (functionalities of systems that deal with a wide variety of inputs). These functionalities are necessary for health SEGs due to the variety of treatments and measuring requirements. No known SEG architectures include these three functionalities altogether. In this paper, we present the 123-SGR software architecture for the creation of an SEG that is appropriate to the needs of professionals and patients in the area of rehabilitation. An existing SEG was adapted and therapy-related sensor devices (Pneumotachograph, Manovacuometer, Pressure Belt, and Oximeter) were built to help the patient interact with the SEG. The architecture allows the most varied input combinations, with and without fusion, and these combinations are possible for both conscious and unconscious signals. Health and Technology professionals have assessed the SEG and found that it had the functionalities of flexibility/equivalence, complementarity, and monitoring, and that these are really important and necessary functionalities. The 123-SGR architecture can be used as a blueprint for future SEG development.
Subject(s)
Exergaming , Software , HumansABSTRACT
BACKGROUND AND PURPOSE: Exercise-based interventions can be a safe alternative to improve and maintain physical and mental health during the aging process. The aim of the present study was to evaluate the effects of a 12-week training program with Dance Exergames on the mood and functional fitness profile of elderly women. METHODS: The sample (n = 22) was divided into Exergames (EG, n = 9, 70.6 ± 1.6 years) and Control Groups (CG, n = 13, 73.6 ± 2.2 years). Evaluations were carried out before and after the interventions. Each participant played, in pairs, the electronic game Dance Central 3, with the XBOX 360 Kinect console (Slim, Microsoft, USA). The EG trained for 12 weeks (24 sessions), with two weekly sessions of 50 min and the CG performed manual activities workshops. RESULTS: In functional fitness, both exercise training with exergame (EG) and the intervention model for the CG did not produce significant effects regarding interaction (group*time). Mood state presented significant effect of time intervention regarding tension (p = <0.001), depression (p = 0.001), anger (p = 0.030), fatigue (p = 0.001), and mental confusion (p = 0.004). CONCLUSION: Twelve weeks of training with a dance exergame (for, EG) and manual activities (for, CG) is enough to promote improvements in the mood state of healthy elderly women. This is an interesting result, as it shows that social interaction is as important a component as improving functional capacity.
Subject(s)
Dancing , Exergaming , Humans , Female , Aged , Brazil , Exercise/psychology , Quality of LifeABSTRACT
Background: Gamification has proven to be a significant tool for health promotion, with a particular focus on physical activities such as Exergames, which improve not only physical, but also cognitive health. However, it is still not clear what effect the practice of Exergames has on changing the emotional experience. Purpose: The objective of this systematic review is to evaluate the impact of Exergames training on emotional experience. Methods: A systematic search was conducted in the PUBMED and SCOPUS databases. The relevant articles were screened independently by three researchers. Data concerning emotional measures and Exergame practice were extracted for analysis. Results: The search yielded 38 articles, of which 16 were included. Exergames were found to significantly impact happiness, anxiety, depressive symptoms, mental health-related quality of life, self-worth, self-esteem, self-efficacy, perceived behavioral control, vigor, vitality, intrinsic motivation, perceived energy, and relaxation. Conclusion: Our review supports the evidence that the practice of physical activity through Exergames, on the emotional experience generally generates an increase in positive emotions. In this sense, the results found support both the use of Exergames as a leisure activity that promotes wellbeing and emotional regulation, as well as for health promotion, public health, and clinical practice purposes. Our review strongly supports the notion that engaging in physical activity through Exergames generally leads to an increase in positive emotions. As a result, these findings endorse the utilization of Exergames as a leisure activity to promote well-being and emotional regulation. Moreover, Exergames hold potential for health promotion, public health, and clinical practice purposes.
Subject(s)
Exergaming , Quality of Life , Emotions , Exercise , AnxietyABSTRACT
Objective: To evaluate the effects of exergames added to a conventional physical therapy (CPT) program on functional fitness and dynamometric muscle performance for the sit-to-stand (STS) maneuver in older adults and to compare their results concerning a CPT-only intervention. Materials and Methods: Fifty independent older adults were randomly assigned to CPT and exergames (CPT+ExG group; n = 25; age = 71.8 ± 6.8 years) or CPT alone (CPT group; n = 25; age = 71.3 ± 7.4 years). CPT was performed twice a week (60 min/session) for 8 weeks. The CPT+ExG group added exergames for 30 minutes in each session. The Senior Fitness Test was applied, considering the 30-second chair stand test as the primary outcome. Additionally, dynamometric muscle performance during the STS maneuver was assessed. Results: The CPT+ExG group improved the 30-second chair stand (lower body strength), back scratch (upper body flexibility), and 8-foot up-and-go (agility/dynamic balance) tests (all P < 0.05). Both groups improved the kinetic dynamometric variables peak force, peak power, and total work (all P < 0.05). Also, both groups improved the 30-second arm curl test (upper body strength) (P < 0.05), although the increase was higher in the CPT+ExG group compared with the CPT group (time × group; P < 0.05). Conclusion: Adding exergames to a CPT program only significantly increases upper limb strength compared with CPT alone. The findings of this study have implications for the design of future exergame interventions focused on improving STS maneuver performance in older adults.
Subject(s)
Exergaming , Physical Fitness , Humans , Aged , Middle Aged , Physical Fitness/physiology , Exercise/physiology , Physical Therapy Modalities , Physical Functional Performance , Muscle Strength/physiologyABSTRACT
Objective: To analyze the influence of exergaming (EXE) quality of life, cancer-related fatigue (CRF), electromyography, and strength and endurance muscle in a randomized crossover trial. Methods: We conducted a single-blinded, randomized, and crossover trial, which included 38 cancer volunteers undergoing chemotherapy (Age = 60.07 ± 12.10 years; body mass index = 26.79 ± 5.33 kg/m2). All volunteers were randomized into two intervention moments: EXE and without intervention (WI) and after 1-month washout period of crossing of the evaluated moments. The intervention was performed on an EXE protocol using Xbox 360 Kinect®, with the game "Your Shape Fitness Evolved 2012" two to three times per week for 20 sessions. All volunteers were assessed the CRF and quality-of-life levels through the Functional Assessment of Chronic Illness Therapy-Fatigue (FACIT-F) questionnaire, the median frequency (MDF) by surface electromyography, maximal voluntary isometric contraction (MVIC), and the muscle endurance time at 80% MVIC of the dorsiflexors and plantar flexors using dynamometer. Results: In the comparison between EXE and WI moments, were observed increase in the scores for quality of life (P < 0.001), subscale fatigue (P < 0.001), in the MDF values of right lateral gastrocnemius muscles: P = 0.017, muscle endurance time (left dorsiflexion [LDF]: P < 0.001; right dorsiflexion [RDF]: P < 0.001; left plantar flexion [LPF]: P < 0.001; RPF: P = 0.039), and muscle strength (LDF: P < 0.001; RDF: P < 0.001; LPF: P = 0.002). Conclusion: The crossover study, the EXE protocol promoted improvement in cancer-related fatigue (CRF) and quality of life, increased MVIC, endurance time, and MDF values of the dorsiflexor and plantar flexor muscles of cancer volunteers undergoing chemotherapy.
Subject(s)
Exergaming , Neoplasms , Humans , Middle Aged , Aged , Cross-Over Studies , Quality of Life , Muscle, Skeletal/physiology , Neoplasms/complications , Neoplasms/therapy , Muscle Strength/physiology , Fatigue/etiology , Fatigue/therapyABSTRACT
INTRODUCTION: Exergames are used in the clinical practice of geriatric rehabilitation to increase physical activity levels and motivate players/patients. Their use in the home environment makes it possible to perform fun, engaging and interactive training with a large number of repetitions, thereby reducing the negative repercussions of postural imbalance in older adults. The aim of this systematic review is to collate and analyse evidence on the usability of exergames as a tool for home-based balance training for older adults. METHODS AND ANALYSIS: We will include randomised controlled trials involving healthy older adults (aged 60 years or older) who are described as having impaired static or dynamic balance using any subjective or objective assessment criteria. We will search Web of Science, MEDLINE, Embase, Scopus, ScienceDirect and the Cochrane Library from database inception to December 2022. CLINICALTRIALS: gov, the WHO International Clinical Trials Registry Platform and ReBEC will be searched for ongoing or unpublished trials. Two independent reviewers will screen the studies and extract the data. The findings will be presented in the text and tables, and if possible, relevant meta-analyses will be performed. The risk of bias and the quality of evidence will be assessed based on the recommendations of the Cochrane Handbook and Grading of Recommendations, Assessment, Development and Evaluation, respectively. ETHICS AND DISSEMINATION: Ethical approval was not required because of the nature of this study. Findings will be disseminated through peer-reviewed publications, conference presentations and through clinical rehabilitation networks. PROSPERO REGISTRATION NUMBER: CRD42022343290.
Subject(s)
Exergaming , Health Status , Humans , Aged , Systematic Reviews as TopicABSTRACT
OBJECTIVE: To evaluate and compare the effects of conventional proprioceptive training and games with motion monitoring on plantar tactile sensitivity in older women. METHODS: A randomized controlled clinical trial, with 50 older women randomized into three groups: conventional proprioception (n = 17), games with motion monitoring (n = 16), and the control (n = 17). They underwent 24 intervention sessions, three times a week, for eight weeks. The conventional proprioception group performed exercises involving gait, balance, and proprioception. The games performed by the motion monitoring group included exercises using the Xbox Kinect One video game from Microsoft®. The evaluation of tactile pressure sensitivity was performed using Semmes-Weinstein monofilaments. Intragroup comparisons between the two paired samples were performed using paired Student's t-test or Wilcoxon test. Intergroup comparisons between the three independent samples were performed using the Kruskal-Wallis test and Dunn's post hoc test, with p ≤ 0.05. RESULTS: The older women submitted to conventional games with motion monitoring training and showed improvement in plantar tactile sensitivity in the right and left feet. When comparing the intergroup results, the two training modalities obtained an improvement in the plantar tactile sensitivity of the older women when compared to the control group. CONCLUSIONS: We conclude that both training modalities may favor the improvement of plantar tactile sensitivity in older women, with no significant differences between conventional and virtual training.
Subject(s)
Exergaming , Video Games , Humans , Female , Aged , Proprioception , Physical Therapy Modalities , Gait , Postural Balance , Exercise Therapy/methodsABSTRACT
To assess the effect of exergaming on the microcirculation function of adolescents with overweight or obesity, this non-randomized clinical trial efficacy was conducted with 61 adolescents aged between 10 and 16 years. The intervention group (n = 31) performed exergaming three times per week for 8 weeks. Both groups received guidelines for a healthy diet and staying physically active. Microcirculation was assessed using a laser Doppler flowmetry (LDF) at baseline and after intervention. Primary outcomes derived from LDF assessment included resting flow, maximum flow, maximum/resting flow ratio, area under hyperemia, and post-occlusive reactive hyperemia (PORH). Secondary outcomes were body mass index and systemic blood pressure. Unpaired Student's t test compared intergroup analyses, and paired Student's t test compared intragroup analyses. The significance was set at 5%. Statistical analysis intergroup and intragroup was done by fitting a two-way mixed effects model. Microcirculation was similar between groups. Maximum flow (109.0 ± 38.3 versus 124.6 ± 43.0, P = 0.022), area under hyperemia (1614 ± 472 versus. 1755 ± 461, P = 0.023), and PORH (2.18 ± 0.49 versus 2.01 ± 0.52, P = 0.031) were statistically different after intervention. Body mass index decreased in intervention (24.5 ± 3.8-24.1 ± 4.0 kg/m2, P = 0.002) and control (25.2 ± 3.2-25.1 ± 3.3 kg/m2, P = 0.031) groups. Systolic blood pressure decreased significantly in the intervention group (110 ± 10-106 ± 9 mm Hg; P = 0.041) but not diastolic blood pressure (66.0 ± 7-68.8 ± 8 mm Hg; P = 0.089). Exergaming for 8 weeks led to improvements in the microcirculation function in adolescents with overweighed or obesity. Clinical trials: NTC03532659.
Subject(s)
Hyperemia , Skin , Humans , Adolescent , Child , Overweight/therapy , Microcirculation/physiology , Exergaming , Obesity/therapyABSTRACT
Este estudo tem como objetivo analisar as contribuições teórico-metodológicas do jogo eletrônico para a formação de professores nos cursos de Licenciatura em Educação Física. Metodologicamente, optamos pela Hermenêutica-Dialética como método, que tem como princípio a comunicação (tratada neste estudo por meio de uma abordagem qualitativa com inserção no campo). Foi utilizada a coleta de dados, como o instrumento questionário, aplicado aos professores que tratam o conhecimento "jogo" na formação inicial em Educação Física, em uma Universidade pública. Concluímos que as contribuições teórico-metodológicas do jogo eletrônico para a formação de professores de Educação Física podem ser compreendidas em três tópicos: cultura, transposição da realidade virtual para a concreta e exergame (AU).
The purpose of this study was to analyze the theoretical and methodological contributions of electronic games to teachers training for a Physical Education Licentiate degree. As for the methodology, we chose the hermeneutics-dialectic method, which views communication as a principle and is treated in this study through a qualitative approach inserted in the field. A questionnaire for data collection was applied to teachers who dealt with game knowledge in the initial formation of Physical Education at a public university. It was concluded that the theoretical-methodological contributions of electronic games for the formation of Physical Education teachers can be understood by three topics: culture, transposition of virtual reality into concrete reality, and exergame (AU).
Este estudio tiene como objetivo analizar los aportes teóricos y metodológicos de los juegos electrónicos a la formación de profesores en los cursos de Licenciatura en Educación Física. Metodológicamente, se optó por el método hermenéutico-dialéctico, que tiene como principio la comunicación, tratado en este estudio a través de un enfoque cualitativo con inserción en el campo, utilizando el instrumento cuestionario para la recolección de datos aplicado a los docentes que abordan el conocimiento del juego en la formación en Educación Física en una universidad pública. Concluimos que los aportes teórico-metodológicos de los juegos electrónicos para la formación de estos docentes se pueden entender en tres temas: cultura, transposición de la realidad virtual al concreto y exergame (AU).
Subject(s)
Humans , Teacher Training , Digital Technology , ExergamingABSTRACT
Introduction: Impairment of postural control and functional mobility are debilitating symptoms of Parkinson's disease (PD). In addition to limiting performance in activities of daily living, it is associated with a higher prevalence of falls in this population. Particularly, dysfunction in postural control does not respond to dopaminergic replacement therapy, but physiotherapy can improve this outcome in patients with PD. Objective: The aim of this study was to analyze the effects of training based on Kinect Adventures games compared with a conventional physiotherapy protocol based on the core areas of the European physiotherapy guideline in patients with PD on postural control, functional mobility, self-perception of confidence in the balance, quality of life (QoL), lower limb muscle strength, transfer skill and motor function, as well as to observe adherence and safety interventions. Methods: Thirty-eight patients diagnosed with idiopathic PD were randomized into two groups, and performed 14 training sessions, twice a week for 60 minutes. The primary outcome assessed postural control using the Mini-Balance Evaluation Systems Test (Mini-BESTest). The following were evaluated as secondary outcomes: limit of stability; balance functional reserve and center of pressure area by computerized posturography; functional mobility by the Timed Up and Go test; self-confidence in balance through the Activities-specific Balance Confidence scale; QoL through the Parkinson's Disease Questionnaire; lower limb muscle strength by the Five Times Sit-To-Stand test; and motor function by the Unified Parkinson's Disease Rating Scale. Results: Patients completed training sessions with high rates of safety and adherence. After training, there was a significant improvement in postural control, motor function, and QoL. Conclusion: Both interventions proved to be safe, applicable, and effective to improve postural control, QoL, and motor function in patients with PD. However, there was no difference between the effects of Kinect Adventures games and conventional physiotherapeutic protocol in patients with PD. Brazilian Registry of Clinical Trials (RBR-27kqv5).
Subject(s)
Parkinson Disease , Quality of Life , Humans , Exergaming , Activities of Daily Living , Parkinson Disease/therapy , Postural Balance/physiology , Time and Motion Studies , Physical Therapy Modalities , Exercise Therapy/methods , Randomized Controlled Trials as TopicABSTRACT
According to systematic reviews, a short-term treatment of aquatic physiotherapy, mind-body therapies and exergame improve quality of life of people with parkinsonism. But few studies examined the group physiotherapy effects on quality of life of people with parkinsonism. Objective: We aimed to investigate the short-term effects of group physiotherapy protocols on the quality of life of people with Parkinson's disease or secondary parkinsonism. Methods: This is a quasi-experimental study, a controlled, non-randomized, unmasked trial, with consecutive arms for one group and parallel to another, with 15 participants with parkinsonism. They were organized in 3 groups: OG-E1wI (n = 9), observed group treated with group physiotherapy once a week; EG-C (n = 6), in the control phase without treatment, concomitant with OG-E1wI; EG-2wI (n = 6), the same subjects as EG-C, they were treated with group physiotherapy twice a week, in a posterior consecutive phase. The PDQ-39 scale was used to assess Quality of Life. Results: The mean differences between OG-E1wI and EG-C and between EG-2wI and EG-C in the various domains of PDQ-39 were not statistically significant. Conclusion: A group physiotherapy protocols performed once or twice a week may not be enough to improve quality of life for people with parkinsonism. The literature suggests that group physiotherapy protocols performed three to five times a week improve quality of life in a short period
Contexto: Revisões sistemáticas sugerem que fisioterapia aquática, terapias corporais complementares e exergame aumentam a qualidade de vida da pessoa com parkinsonismo em tratamento de curto prazo. Porém, os efeitos da fisioterapia em grupo na qualidade de vida da pessoa com parkinsonismo são pouco estudados. Objetivo: Investigar os efeitos em curto prazo de protocolos de fisioterapia grupal sobre a Qualidade de Vida de pessoas com doença de Parkinson e parkinsonismo secundário. Métodos: Estudo quasi-experimental, ensaio controlado não randomizado, sem mascaramento, com braços consecutivos para um grupo e paralelo para outro, com 15 participantes com parkinsonismo. Os participantes foram organizados em 3 grupos: OG-E1wI (n= 9), intervenção de fisioterapia em grupo uma vez por semana; EG-C (n= 6), em fase controle sem tratamento, concomitante ao OG-E1wI; EG-2wI (n=6), os mesmos sujeitos do EG-C, em fase consecutiva com intervenção de fisioterapia em grupo, duas vezes por semana. A escala PDQ-39 foi utilizada para avaliar a Qualidade de Vida. Resultados: As diferenças médias entre OG-E1wI e EG-C e entre EG-2wI e EG-C nos vários domínios da PDQ-39 não são estatisticamente significativas. Conclusão: Protocolos de fisioterapia em grupo com frequência de uma ou duas vezes por semana podem não ser suficiente para promover ganhos na qualidade de vida de pessoas com parkinsonismo. A literatura sugere que protocolos de fisioterapia em grupo feitos três a cinco vezes por semana obtêm ganho de qualidade de vida em um período de curto prazo
Subject(s)
Humans , Male , Female , Middle Aged , Aged , Physical Therapy Modalities , Parkinsonian Disorders , Parkinsonian Disorders/rehabilitation , Aquatic Therapy , ExergamingABSTRACT
Os jogos digitais são considerados um ambiente de privilégio masculino que exalta o padrão heteronormativo de masculinidade. A partir da Teoria das Representações Sociais, buscamos identificar as diferentes formas de expressão e ancoragens da homofobia a partir de princípios organizadores, nos discursos dos fãs do jogo League of Legends (LoL) na rede social Facebook. Foram selecionados 470 comentários publicados em 2017, os quais foram analisados com apoio do Iramuteq (software de análise lexicométrica) por meio de uma classificação hierárquica descendente, resultando em quatro classes: "Debate sobre a sexualidade dos campeões" (14,9%), "Representatividade no LoL" (29,8%), "Confronto entre as histórias de Varus" (39%), e "Estratégia empresarial" (16,2%). Os resultados evidenciam a existência de um conflito intergrupal, mediado pelo processo de ameaça simbólica: enquanto alguns comentários, realizados majoritariamente por homens heterossexuais, se utilizam do preconceito sutil para perpetuar a manutenção da heteronormatividade, outros comentários reforçam a importância da representação da diversidade nos jogos digitais.(AU)
Digital games are considered an environment of male privilege that promotes heteronormative standard of masculinity. Based on the Theory of Social Representations, we seek to identify, based on organizing principles, the forms of expression and anchorages processes related to homophobia within the speeches of the fans of the game League of Legends (LoL), on Facebook. A total of 470 comments published in 2017 were selected to be then analyzed with support from IRAMUTEQ software (lexicometric analysis software), which resulted in four classes: "Debate on the sexuality of champions" (14.9%), "Representativeness in LoL" (29.8%), "Confrontation between the stories of Varus" (39%), and "Business strategy" (16.2%). The results show intergroup conflict that is mediated by the process of symbolic threat: some comments, which are mostly from heterosexual men, carry aspects of covert prejudice to perpetuate the maintenance of heteronormative standards, whereas other comments reinforce the importance of representing diversity in digital games.(AU)
Los juegos digitales son un entorno de privilegio masculino que enaltece el estándar heteronormativo de la masculinidad. Con base en la Teoría de las Representaciones Sociales, buscamos identificar las formas de expresión y anclaje de la homofobia a partir de principios organizativos en los discursos de aficionados del juego League of Legends (LoL) en la red social Facebook. Se seleccionaron 470 comentarios publicados en 2017, que pasaron por el análisis en IRAMUTEQ (software de análisis lexicométrico) mediante una clasificación jerárquica descendiente la cual dio como resultado cuatro clases: "Debate sobre la sexualidad de campeones" (14,9%), "Representatividad en LoL" (29,8%), "Confrontación entre las historias de Varus" (39%) y "Estrategia comercial" (16,2%). Los resultados muestran un conflicto intergrupal, mediado por la amenaza simbólica; mientras que algunos comentarios, hechos en su mayoría por hombres heterosexuales, utilizan prejuicios sutiles para perpetuar el mantenimiento de la heteronormatividad, otros comentarios refuerzan la importancia de representar la diversidad en los juegos digitales.(AU)
Subject(s)
Humans , Male , Video Games , Hazards , Gender Norms , Exergaming , Personality , Aptitude , Psychology , Psychology, Social , Rejection, Psychology , Religion , Self Concept , Social Behavior , Social Problems , Socioeconomic Factors , Sociology , Stereotyping , Taboo , Violence , Women , Behavior , Brazil , Bisexuality , Family , Ceremonial Behavior , Communications Media , Homosexuality, Male , Homosexuality, Female , Privacy , Internet , Crime , Culture , Psychosocial Impact , Ethical Relativism , Marketing , Ego , Erotica , Population Studies in Public Health , Ethics , Evaluation Studies as Topic , Social Stigma , Social Media , Racism , Sexism , Social Discrimination , Transgender Persons , Protective Factors , Harassment, Non-Sexual , Social Privilege , Monosexuality , Cisgender Persons , Transphobia , Androcentrism , Gender Stereotyping , Gender Performativity , Cyberbullying , Respect , Gender Identity , Weight Prejudice , Internet Use , Gender Equity , Gender Role , Social Representation , Social Status , Belonging , Diversity, Equity, Inclusion , Hostility , Love , MoraleABSTRACT
The main contribution of this paper is the application of the Persuasive System Design (PSD) model for the analysis and development of exergame systems to stimulate pediatric patients to adhere to short-term gait rehabilitation. It resulted in a novel therapy consisting of a video gaming and virtual reality (VG/VR) biofeedback system for treadmill gait rehabilitation, including a method for progressing the rehabilitation settings. During gait rehabilitation (GR) sessions, therapy settings need to be adjusted by physiotherapists, based on their clinical experience, to address the deficiencies of individuals while maximizing their motor functioning and maintaining their motivation. The system integrates persuasive elements, adjusted when physiotherapists progress the therapeutic settings, such as the treadmill speed, auditory feedback, and game challenges. We followed a scenario-based design method to develop the system, which comprised an observational study of conventional GR sessions and evaluations with 6 and 9 rehabilitation specialists who provided feedback about the system design. They perceived that the proposed method was valuable for physiotherapists to adapt the rehabilitation based on the children's performance. Also, they remarked that the system's visual and auditory stimulus would help engage the children in the therapy.
Subject(s)
Musculoskeletal Diseases , Video Games , Virtual Reality , Child , Exergaming , Gait , HumansABSTRACT
Low sleep quality is associated with many health problems. Although physical exercise is a nonpharmacological tool that positively impacts sleep quality, there are many barriers (lack of energy, lack of motivation, lack of skills, lack of resources, and fear of injury) for people to adopt an active lifestyle. Exergames are an alternative way of physical exercise that are funnier and more attractive than traditional forms of physical exercise and, therefore, has the potential to increase adherence to a physical exercise program. Given that previous studies showed that exergames presents similar physiological and psychological outcomes to traditional forms of exercise, we aimed to discuss in this narrative review potentials applications, limitations and perspectives of using exergames to improve sleep quality.
Subject(s)
Exergaming , Sleep Quality , Exercise/psychology , Exercise Therapy , Humans , TechnologyABSTRACT
ABSTRACT: Gallardo-Meza, C, Simon, K, Bustamante-Ara, N, Ramirez-Campillo, R, García-Pinillos, F, Keogh, JWL, and Izquierdo, M. Effects of 4 weeks of active exergames training on muscular fitness in elderly women. J Strength Cond Res 36(2): 427-432, 2022-To analyze the effects of 4 weeks of an active exergames training program on muscular fitness in older women, 2 groups of community dwelling physically active subjects were formed by block-design randomization. One was deemed the control group (CG, n = 37; age 68.1 ± 3.3 years), and a second group completed 4 weeks of an active exergames training program (ExG, n = 35; age, 69.2 ± 3.7 years). Training included active exergames (Wii Fit Plus) performed on the Wii Balanceboard, 2 sessions per week. The exergames required mainly balance-related movements, such as leaning forward, leftward, and rightward, also requiring isometric squat positions and explosive leg extension. A supervisor-to-subject ratio method of 2:1 was used. An intensity-based individual progressive overload was applied. There were no significant (all p > 0.05, d = 0.01-0.07) baseline differences between-groups for all dependent variables. For the ExG, significant improvements were observed in static balance right leg test (Δ75.5%, d = 0.89), static balance left leg (Δ33.7%, d = 0.57), timed up-and-go test (Δ14.8%, d = 0.85) and sit-to-stand velocity test (Δ83.8%, d = 1.62). For the control group, trivial to small decrements in performance were observed across all tests (Δ -2.1 to -8.4%, d = -0.08 to 0.32). Group × time interactions were observed for the static balance right and left leg, timed up-and-go test, and the mean velocity achieved in the 5-repetition sit-to-stand test (all p < 0.001; d = 0.33-0.60). In conclusion, exergames training improves muscular fitness in older women. These results should be considered when designing appropriate and better exercise training programs for older women.
Subject(s)
Exergaming , Plyometric Exercise , Aged , Exercise , Exercise Therapy , Female , Humans , Leg , Middle Aged , Muscle Strength , Postural BalanceABSTRACT
BACKGROUND: Anxiety disorders affect many people around the world and women are more affected than men. Physical exercise might be an important nonpharmacological tool to ameliorate these disorders. The aim of this study was to compare state anxiety level and enjoyment between a dance exergame session and a traditional aerobic exercise. METHODS: Twenty healthy young women completed 3 visits, on separate days. At the first visit, participants performed a graded exercise testing and familiarization procedures. In other two visits, participants completed two exercise sessions (dance exergame and traditional aerobic exercise), with similar intensities and duration. Each session lasted approximately 45 minutes. State anxiety level was evaluated before, immediately post- and 10 minutes post-sessions. Enjoyment was evaluated immediately post-sessions. RESULTS: There was a significant interaction between session and time (P<0.001), a main effect of time (P=0.007) but no significant main effect of session (P=0.057) on state anxiety level. State anxiety level immediately post (P<0.001) and 10 minutes postsession (P<0.001) were significantly lower than predance exergame session. There were no significant changes between pre-, immediately post and 10 minutes post-traditional aerobic exercise session (P>0.05). State anxiety level at immediately post dance exergame session was significantly lower than immediately post traditional aerobic exercise session (P=0.026). Dance exergame session was significantly more enjoyable than traditional aerobic exercise session (P<0.0001). CONCLUSIONS: Dance exergames might be used as a tool to reduce anxiety level in young women.
Subject(s)
Dancing , Anxiety/prevention & control , Anxiety Disorders , Exercise , Exergaming , Female , Humans , Male , PleasureABSTRACT
Introducción: El deporte paralímpico se originó como parte de procesos de re-habilitación para personas que tuvieran discapacidad. Durante la ejecución de las disciplinas paralímpicas el control motor en la región del tronco y en especial del abdomen es de gran importancia para prevenir lesiones y mejorar el registro de la marca deportiva. Son muchas las herramientas utilizadas por los entrenadores de-portivos para mejorar la fuerza muscular y por consiguiente la estabilidad de tronco, buscando disminuir el riesgo en el ámbito deportivo. Sin embargo, las investigaciones sobre el uso de realidad virtual, junto con plataformas de estabilometría para el en-trenamiento de deportistas paralímpicos con lesiones físicas, son escasas.Objetivo: Establecer el efecto de un programa de entrenamiento del tronco apoya-do en realidad virtual en deportistas de alto rendimiento paralímpicos, lanzadores de bala y jabalina con lesiones físicas y que compiten en sillas de lanzamiento. Materiales y método: La investigación fue diseñada como un estudio cuasiex-perimental intrasujeto. Se evaluaron cinco sujetos deportistas paralímpicos de alto rendimiento con discapacidad física. Se empleó un software de realidad virtual que incluye patrones y juegos lúdicos ajustables en tiempo e intensidad y una platafor-ma de bipedestación dinámico como parte del equipo de intervención, ajustable al paciente, que permite reeducar el equilibrio, la propiocepción, fortalecer y lograr el control del tronco. Las variables de análisis fueron el nivel del desplazamiento ante-roposterior y lateral del tronco y los cambios en el volumen de acción. Se realizó una evaluación inicial, una intervención que duró de seis semanas y la evaluación final. Resultados: En las evaluaciones iniciales de todos los atletas se observó una ten-dencia al desplazamiento en sentido posterior. En la evaluación final, los rangos de desplazamiento aumentan en casi todos los sujetos con excepción del sujeto 5, cuyos valores permanecen casi estables tanto en las evaluaciones iniciales como las finales. La diferencia en el desplazamiento entre la prueba inicial y final en promedio de los participantes fue de 6.26 grados. Conclusiones: los resultados positivos del entrenamiento del tronco apoyado en realidad virtual para los participantes constituyen un aporte al conocimiento sobre el tema y abren la posibilidad de incluir esta tecnología en protocolos de entrenamiento en deporte paralímpico.
Introduction: Paralympic sport originated as part of rehabilitation processes for people with disabilities. During the execution of Paralympic disciplines, motor con-trol in the trunk region and especially in the abdomen is of great importance to prevent injuries and improve the registration of the sports record. There are many tools used by sports coaches to improve muscle strength and therefore trunk stability to reduce the risk in the sports field. However, research on the use of virtual reality along with stabilometry platforms for the training of Paralympic athletes with phys-ical injuries are scarce.Objective: To establish the effect of a trunk training program supported by virtual reality in high performance Paralympic athletes, shot put and javelin throwers with physical injuries who compete in throwing frames. Materials and method: The research was designed as an intrasubject quasi-ex-perimental study. Five high-performance Paralympic athletes with physical disabili-ties were evaluated. A virtual reality software that includes patterns and playful games adjustable in time and intensity and a dynamic standing platform were used as part of the intervention equipment, adjustable to the patient, which allows reeducating balance, proprioception, strengthening, and achieving trunk control. The variables of analysis were the level of anteroposterior and lateral displacement of the trunk and changes in the volume of action. An initial evaluation, an intervention that lasted six weeks, and a final evaluation were carried out. Results: In the initial evaluations of all athletes, a tendency towards posterior dis-placement was observed. In the final evaluation, the displacement ranges increase in almost all subjects except for subject 5, which showed values that remain almost sta-ble in both the initial and final evaluations. The difference in displacement between the initial and final test on average of the participants was 6.26 degrees. Conclusions: the positive results of trunk training supported by virtual reality for the participants constitute a contribution to the knowledge on the subject and open the possibility of including this technology in training protocols in Paralympic sports.
Subject(s)
Virtual Reality , Exergaming , Core Stability , Play and Playthings , Rehabilitation , Sports , Muscle Strength , Athletes , Standing Position , Para-AthletesABSTRACT
RESUMO O objetivo deste estudo foi analisar o efeito de uma intervenção com jogos digitais associados aos webgames na motivação intrínseca de crianças de uma escola pública de Florianópolis, Santa Catarina. Participaram deste estudo de desenho de um estudo de intervenção pedagógica não randomizado, 50 estudantes (52% de meninas), com idade média de 6,7 (±0,54) anos. Duas turmas da escola foram transformadas em dois grupos de pesquisa: 1) grupo intervenção (vivência prévia de jogos digitais no computador e webgames durante as aulas de educação física); e 2) grupo controle (apenas vivência de webgame). O Inventário de Motivação Intrínseca foi o instrumento utilizado, e para comparação intra e intergrupos utilizou-se o método de Equações de Estimativas Generalizadas, adotando-se o nível de significância de 5%. Não foi identificado efeito isolado do grupo ou interação grupo vs momento, o que indica que o grupo submetido a intervenção não se diferiu do grupo controle ao longo do tempo em termos de motivação. Conclui-se que o tipo de intervenção pedagógica realizada não foi capaz de aumentar a motivação intrínseca do grupo intervenção, sugerindo a necessidade de adaptações na estrutura e estratégias da intervenção em um próximo estudo.
ABSTRACT The objective of this study was to analyze the effect of an intervention with digital games associated with webgames on the intrinsic motivation of children from a public school in Florianópolis, Santa Catarina (Brazil). 50 students (52% girls) participated in this design study of non-randomized pedagogical intervention study, with a mean age of 6.7 (± 0.54) years. Two classroom groups were transformed into two research groups: 1) intervention group (preview experience of digital games on the computer and webgames during physical education classes); and 2) control group (only experience of webgame). The Intrinsic Motivation Inventory was the instrument used, and for intra and intergroup comparison, the Generalized Estimation Equations method was used, adopting a significance level of 5%. No isolated effect of the group or interaction between group vs moment was identified, which indicates that the group submitted to the intervention did not differ from the control group over time in terms of motivation. It is concluded that the type of pedagogical intervention performed was not able to increase the intrinsic motivation OF GROUP I, suggesting the need for adaptations in the structure and strategies of the intervention for future research.
Subject(s)
Humans , Male , Female , Child , Physical Education and Training/methods , Schools/standards , Early Intervention, Educational/methods , Video Games/statistics & numerical data , Exergaming/education , Motivation , Play and Playthings , Recreation , Students , Informatics/educationABSTRACT
ABSTRACT The low fundamental movement skills, physical activity and enjoyment students in the COVID-19 era are gaps in this study. This study aims to examine the effects of exergame on fundamental movement skills, physical activity and enjoyment in among inactive students during the COVID-19 era. Quantitative research with experimental methods was used in this study. There were 26 children allocated to the exergame group (n=13; age: 7.20±1.30 years; height: 1.38±2.38 cm; weight: 31.60±4.50 kg and a control group n=13; age: 7.40±1.14 years; height: 1.36±3.08 cm; weight: 28.40±3.43 kg). The intervention program was conducted for nine weeks. Fundamental movement skills children were assessed using the Test of Gross Motor Development-Third Edition and physical activity was measured using the ActiGraph GT9X Link accelerometer, while enjoyment was assessed using the physical education curriculum enjoyment scale. The results showed that the implementation of exergame was proven to improve fundamental movement skills, physical activity and enjoyment significantly, however there was no increase in the control group. This research is evidence that exergame is an effective tool to improve fundamental movement skills, physical activity and enjoyment in students during the COVID-19 era.
RESUMO As baixas habilidades fundamentais de movimento, atividade física e diversão dos alunos da era COVID-19 são lacunas neste estudo. Este estudo tem como objetivo examinar os efeitos do exergame nas habilidades fundamentais de movimento, atividade física e diversão em alunos inativos durante a era COVID-19. Pesquisa quantitativa com métodos experimentais foi utilizada neste estudo. Havia 26 crianças alocadas no grupo exergame (n = 13; idade: 7,20 ± 1,30 anos; altura: 1,38 ± 2,38 cm; peso: 31,60 ± 4,50 kg e um grupo controle n = 13; idade: 7,40 ± 1,14 anos; altura : 1,36 ± 3,08 cm; peso: 28,40 ± 3,43 kg). O programa de intervenção durou nove semanas. As crianças com habilidades fundamentais de movimento foram avaliadas usando Test of Gross Motor Development-Third Edition e a atividade física foi medida usando o acelerômetro ActiGraph GT9X Link, enquanto o prazer foi avaliado usando a escala de prazer do currículo de educação física. Os resultados mostraram que a implementação do exergame demonstrou melhorar significativamente as habilidades fundamentais de movimento, atividade física e prazer. No entanto, não houve aumento no grupo controle. Esta pesquisa é uma evidência de que o exergame é uma ferramenta eficaz para melhorar as habilidades fundamentais de movimento, atividade física e diversão em alunos durante a era COVID-19.