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1.
Games Health J ; 10(1): 28-32, 2021 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-33434444

RESUMO

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.


Assuntos
Terapia por Exercício/normas , Jogos de Vídeo/normas , Índice de Massa Corporal , Criança , Terapia por Exercício/métodos , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Atividade Motora/fisiologia , Consumo de Oxigênio/fisiologia , Jogos de Vídeo/tendências
2.
Games Health J ; 5(2): 108-13, 2016 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26978073

RESUMO

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.


Assuntos
Exercício Físico/fisiologia , Exercício Físico/psicologia , Jogos de Vídeo/psicologia , Adulto , Calorimetria Indireta , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Equivalente Metabólico/fisiologia , Consumo de Oxigênio/fisiologia , Prazer
3.
Front Physiol ; 5: 202, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24917824

RESUMO

UNLABELLED: Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing the "exergame" (Wii) more motivating than the sedentary video game (Playstation 2) when with a peer. Seventeen children (age 8.5 ± 0.4 years) rested, played the sedentary video game and "exergame" for 10 min each, in two conditions: one in which the children rested/played the games alone (alone condition) and another in which they played with a peer (peer condition). Oxygen consumption (VO2), and liking (visual analog scale) was assessed for each 10-min condition. After three 10-min resting/gaming conditions, motivation was assessed using a relative reinforcing value task in which children performed computer mouse presses to gain additional access for either the sedentary video game or "exergame." VO2 was greater (p < 0.001) during "exergame" play (mean = 12.17 ± 4.1 ml·kg(-1)·min(-1)) vs. rest (mean = 5.14 ± 1.46 ml·kg(-1)·min(-1)) and the sedentary video game (mean = 5.83 ± 2.1 ml·kg(-1)·min(-1)). During the peer condition, there were no significant differences (p > 0.05) in VO2 relative to the alone condition. In an exploratory analysis boys exhibited a greater (p = 0.02) increase in VO2 from rest to "exergame" (Δ 9.0 ± 3.7 ml·kg(-1)·min(-1)), relative to girls (Δ 4.9 ± 2.9 ml·kg(-1)·min(-1)). Boys showed a significantly greater increase (p = 0.05) in VO2 from the resting condition to "exergame" in the presence of a peer (Δ 11.1 ± 5.3 ml·kg(-1)·min(-1)) vs. the alone condition (Δ 6.8 ± 3.1 ml·kg(-1) ·min(-1)). Liking was significantly (p < 0.001) greater for "exergame" (7.7 ± 1.9 cm) and the sedentary video game (8.3 ± 1.3 cm) relative to rest (4.0 ± 2.8 cm). Motivation for "exergame" significantly decreased (p = 0.03) from alone (340.8 ± 106.8 presses) to the peer condition (147.8 ± 81.6 presses). CONCLUSION: VO2 was greater during "exergame" play relative to the sedentary video game. The presence of a peer did not increase VO2 during "exergame" play. Surprisingly, the presence of a peer decreased children's motivation to play "exergame" vs. the sedentary video game.

4.
Appl Physiol Nutr Metab ; 39(2): 233-7, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-24476480

RESUMO

Nuclear magnetic resonance (NMR) of lipoprotein particle size and number may provide greater sensitivity to detecting cardiovascular disease risk compared with the conventional lipid profile in some individuals. The salubrious effect of cardiovascular exercise on blood lipids using the conventional profile is well documented; however, NMR analysis is lacking. The purpose of this study was to examine the effect of a 60-min bout of dynamic exercise on lipoprotein particle size and number as measured by NMR and compare it with the conventional blood lipid profile. Eight active, healthy men (26 ± 5.17 years) ran for 60 min at 70% maximal oxygen uptake on a motor-driven treadmill. Fasting blood samples were drawn at pre-exercise and 5-10 min and 24 h postexercise. The conventional lipid profile showed a significant change in triglycerides (p = 0.019) immediately after exercise with an increase of 22% and a nonsignificant decrease of 13% from baseline after 24 h. The NMR profile showed a significant change in the large high-density lipoprotein particle concentration (p = 0.046) with an increase of 5.8% immediately after exercise, and a decrease of 6.7% at 24 h after exercise. None of the NMR profile changes were significantly different from the baseline value. These data suggest that sensitivity differences between techniques depend on the variable considered; however, they do not warrant concomitant analysis in future studies using this population. Finally, no appreciable favorable or adverse effect was observed in the overall cardiovascular disease risk profile in active, normolipidemic males.


Assuntos
Exercício Físico/fisiologia , Metabolismo dos Lipídeos , Lipoproteínas/metabolismo , Espectroscopia de Ressonância Magnética , Resistência Física/fisiologia , Adulto , Humanos , Masculino , Tamanho da Partícula , Adulto Jovem
5.
Int J Exerc Sci ; 7(3): 194-201, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-27182403

RESUMO

Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.

6.
J Strength Cond Res ; 26(9): 2426-31, 2012 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-22076094

RESUMO

The purpose of this study was to determine if wearing rocker-bottom shoes with compliant midsoles (RB) influences muscle activity and metabolic cost of walking. Furthermore, we sought to determine if weight differences between shod conditions accounted for any potential change. Twenty-eight subjects (17 women, 11 men, age 22.8 ± 6.6 years; weight 72 ± 20 kg; height 170 ± 6.7 cm; percent body fat 23.0 ± 11.7) walked on a treadmill (0% grade) for 10 minutes at a self-selected speed plus 10% (1.3 ± 0.2 m·s) in each of the following laboratory-provided shoes: flat-bottomed shoe (W), flat-bottomed shoe weight-matched to RB (WM), and RB. Muscle activity of the right side biceps femoris (BF), rectus femoris (RF), gastrocnemius (GA), and tibalis anterior (TA) was recorded for 30 seconds at the beginning, middle, and ending of the 10-minute walk using an electromyography (EMG) system. The average (AVG) and root mean square (RMS) were calculated from full-wave rectified EMG data at each interval. The rate of oxygen consumption (V[Combining Dot Above]O2) was measured for 10 minutes during each condition. A 3 (shoe) × 3 (time) repeated-measures analysis of variance (ANOVA) was used to compare each EMG-dependent variable (AVG and RMS EMG of each muscle), and repeated measures ANOVA was used to test V[Combining Dot Above]O2. Muscle activity (for any muscle) was not influenced by the interaction of shoe and time (p > 0.05). The AVG and RMS for RF, BF, and GA, including V[Combining Dot Above]O2, were not different among shod conditions (W: 9.7 ± 0.6 ml·kg·min; WM: 10.0 ± 0.5 ml·kg·min; RB: 10.1 ± 0.5 ml·kg·min), whereas TA AVG and RMS were lower during RB (p < 0.05). It seems that there is no increase in muscle activity or metabolic cost while wearing RB beyond the flat-bottomed shoe despite there being the rocker-profile design and mass differences.


Assuntos
Metabolismo Energético , Perna (Membro)/fisiologia , Músculo Esquelético/fisiologia , Sapatos , Caminhada/fisiologia , Adulto , Eletromiografia , Feminino , Humanos , Masculino , Consumo de Oxigênio , Adulto Jovem
7.
Int J Exerc Sci ; 5(2): 160-169, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-27182381

RESUMO

Evidence suggests that individuals playing certain video games on the Nintendo Wii® (Wii) exhibit increased energy expenditure versus traditional video games, although little research examines non-Wii Sports/Fit games. The purpose of this study is to assess physiologic responses, liking, and the relative reinforcing value (RRV) of a popular, non-Wii sports video game for the Wii relative to the same game played on a traditional, non-active system. Twenty-four college-aged students participated. Heart rate and oxygen consumption (V̇O2) was assessed during rest and when playing the following games: Madden NFL 2011® for Playstation 2 (PS2 Madden) and the Wii (Wii Madden), and Wii Sports Boxing. The RRV was assessed for Wii Madden versus PS2 Madden. Analysis of variance demonstrated a main effect for condition (p ≤ 0.01) as V̇O2 (5.2 ± 0.2 ml·kg-1·min-1 Wii, 4.1 ± 0.1 ml·kg-1·min-1 PS2, 3.7 ± 0.1 ml·kg-1·min-1, rest) and heart rate (89.2 · 2.7 bpm Wii, 79.7 ± 2.5 bpm PS2, 79.1 ± 2.5 bpm, rest) was greater for Wii Madden than PS2 Madden and rest. Heart Rate (105.4 ± 5.3 bpm) and V̇O2 (10.4 ml·kg-1·min-1) for Wii Sports Boxing was significantly greater than all other conditions (p ≤ 0.003). The RRV was not significantly different between Wii Madden and PS2 Madden (p = 0.50). Compared to the same game on a traditional system, Wii Madden is more physiologically challenging and equally reinforcing. However, Wii Madden would not be categorized as moderate-intensity physical activity.

8.
Lipids ; 45(12): 1127-38, 2010 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-20981505

RESUMO

Studies examining the effect of soy protein on cardiovascular disease (CVD) risk factors have not taken advantage of the postprandial state as an adjunct to the fasting lipid profile. The American Heart Association has acknowledged the efficacy of soy protein in reducing CVD risk factors to be limited. We hypothesized that the postprandial state would be more sensitive to any favorable changes associated with consuming soy protein compared with the fasting lipid profile. Furthermore, the presence of isoflavones in soy would enhance this effect. Thirty sedentary males aged 18-30 years were randomly assigned to milk protein (Milk), isoflavone-poor soy (Soy-), or isoflavone-rich soy (Soy+). Usual diets were supplemented with 25 g/day of protein for 28 days. Serum samples were collected before and after supplementation in a fasted state and postprandially at 30, 60, 120, 240, and 360 min after a high-fat, 1,000 kcal shake. Triacylglycerol (TAG), total cholesterol, non-esterified fatty acids, apolipoproteins B-100 and A-I and glucose concentrations were quantified. Fasting concentrations were not different after any protein supplementation. Postprandial TAG and TAG AUC increased after Soy-consumption supporting the postprandial state as a more sensitive indicator of soy ingestion effects on CVD risk factors compared with the fasting lipid profile. Furthermore, the absence of isoflavones in soy protein may have deleterious consequences on purported cardio-protective effects.


Assuntos
Doenças Cardiovasculares/epidemiologia , Hiperlipidemias/sangue , Lipídeos/sangue , Período Pós-Prandial/fisiologia , Proteínas de Soja/farmacologia , Adolescente , Adulto , Doenças Cardiovasculares/prevenção & controle , HDL-Colesterol/sangue , LDL-Colesterol/sangue , Método Duplo-Cego , Jejum , Humanos , Isoflavonas/farmacologia , Metabolismo dos Lipídeos , Masculino , Fatores de Risco , Triglicerídeos/sangue
9.
Appl Physiol Nutr Metab ; 33(3): 489-500, 2008 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-18461102

RESUMO

The traditional lipid profile compared with nuclear magnetic resonance (NMR) may underestimate the risk for cardiovascular disease and may explain some of the discrepancies in results between studies analyzing the salubrious effects of soy. Our purpose was to compare the traditional lipid profile with NMR quantification of the number of lipoprotein particles, subclasses, and diameters or sizes in 30 sedentary males, between 18 and 30 years of age, consuming 1 of the following 3 supplements daily for 28 days: milk protein (Milk), isoflavone-poor soy protein (Soy-), or isoflavone-rich soy protein (Soy+). The study used a double-blind, parallel-arm design with random assignment to 1 of the 3 protein supplement groups. Fasting EDTA blood samples were collected at baseline and after 28 days of supplementation and analyzed for the number and size of very low-density lipoprotein (VLDL), low-density lipoprotein (LDL), and high-density lipoprotein (HDL) particles, respectively. Fasting serum samples were analyzed for concentrations of total cholesterol (TC), LDL cholesterol (LDL-C), total HDL cholesterol (HDL-C), HDL(2)-C, HDL(3)-C, triglycerides (TGs), free fatty acids (FFAs), and glucose. Fasting heparin blood samples were collected at baseline and after supplementation and analyzed for apolipoproteins A-I, A-II, B, C-II, C-III, and E, as well as hepatic and lipoprotein lipase concentrations. HDL3-C increased by 47.2% after Soy+ supplementation and hepatic lipase decreased 19.2% after Soy- supplementation (p < 0.05). HDL-C and apolipoproteins A-I and A-II were found to increase in all 3 groups (p < 0.05). Results support that NMR analysis of lipoprotein particle number and size are not more sensitive to the effect of soy protein on CVD risk compared with the traditional lipid profile. Furthermore, the lack of isoflavones in soy protein seems to have a deleterious effect on hepatic lipase.


Assuntos
Doenças Cardiovasculares/epidemiologia , Doenças Cardiovasculares/prevenção & controle , Colesterol/sangue , Colesterol/química , Proteínas de Soja/administração & dosagem , Adolescente , Adulto , Apolipoproteínas/sangue , Glicemia/metabolismo , Doenças Cardiovasculares/sangue , HDL-Colesterol/sangue , HDL-Colesterol/química , LDL-Colesterol/sangue , LDL-Colesterol/química , VLDL-Colesterol/sangue , VLDL-Colesterol/química , Humanos , Isoflavonas/administração & dosagem , Lipase/sangue , Espectroscopia de Ressonância Magnética , Masculino , Proteínas do Leite/administração & dosagem , Tamanho da Partícula , Fatores de Risco
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