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"video game" and "aerobic exercise"

José F Guzmán, Jesús López-García
The purpose of the present study was to examine the acute effects of resting, aerobic exercise practised alone, and aerobic exercise with active video games (AVG), on complex reaction time (CRT) and the post-exercise acute rate of perceived exertion (RPE) in young healthy adults. The experimental group was composed of 92 healthy young adults, 78 males and 13 females (age M = 21.9 ± 2.7 years) who completed two sessions, A and B. In session A, participants rode 30 min on an ergometer, while in session B they exercised for 30 min on an ergometer while playing an AVG on a Wii...
November 2016: European Journal of Sport Science
Christoph Höchsmann, Nicole Zürcher, Andrea Stamm, Arno Schmidt-Trucksäss
OBJECTIVE: To evaluate the suitability of the Wii Fit Plus exergame as a tool to improve cardiorespiratory fitness in individuals with type 2 diabetes. DESIGN: Experimental cross-sectional study. SETTING: Controlled laboratory. PARTICIPANTS: Twelve type 2 diabetic patients (10 male and 2 female; age, 60.2 ± 7.7 years; body mass index, 30.9 ± 6.2 kg/m). INTERVENTIONS: At baseline, all participants underwent an all-out cardiopulmonary exercise test on a treadmill to assess peak and average oxygen consumption (V[Combining Dot Above]O2peak and V[Combining Dot Above]O2mean)...
July 2016: Clinical Journal of Sport Medicine: Official Journal of the Canadian Academy of Sport Medicine
David Kimhy, Samira Khan, Lindsey Ayanrouh, Rachel W Chang, Marie C Hansen, Amanda Lister, Jacob S Ballon, Julia Vakhrusheva, Hilary F Armstrong, Matthew N Bartels, Richard P Sloan
OBJECTIVE: Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. METHODS: Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment...
February 2016: Psychiatric Services: a Journal of the American Psychiatric Association
Evelim L F D Gomes, Celso R F Carvalho, Fabiana Sobral Peixoto-Souza, Etiene Farah Teixeira-Carvalho, Juliana Fernandes Barreto Mendonça, Roberto Stirbulov, Luciana Maria Malosá Sampaio, Dirceu Costa
OBJECTIVE: The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. DESIGN: A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions...
2015: PloS One
Christopher Hertzog, Arthur F Kramer, Robert S Wilson, Ulman Lindenberger
In this monograph, we ask whether various kinds of intellectual, physical, and social activities produce cognitive enrichment effects-that is, whether they improve cognitive performance at different points of the adult life span, with a particular emphasis on old age. We begin with a theoretical framework that emphasizes the potential of behavior to influence levels of cognitive functioning. According to this framework, the undeniable presence of age-related decline in cognition does not invalidate the view that behavior can enhance cognitive functioning...
October 2008: Psychological Science in the Public Interest: a Journal of the American Psychological Society
David Kimhy, Julia Vakhrusheva, Matthew N Bartels, Hilary F Armstrong, Jacob S Ballon, Samira Khan, Rachel W Chang, Marie C Hansen, Lindsey Ayanruoh, Amanda Lister, Eero Castrén, Edward E Smith, Richard P Sloan
Individuals with schizophrenia display substantial neurocognitive deficits for which available treatments offer only limited benefits. Yet, findings from studies of animals, clinical and nonclinical populations have linked neurocognitive improvements to increases in aerobic fitness (AF) via aerobic exercise training (AE). Such improvements have been attributed to up-regulation of brain-derived neurotrophic factor (BDNF). However, the impact of AE on neurocognition, and the putative role of BDNF, have not been investigated in schizophrenia...
July 2015: Schizophrenia Bulletin
O A Khan, A C Parvaiz, D J Vassallo
The Wii Fit is one the most popular fitness games on the market. Although this device has been linked to a number of injuries, the vast majority of these have been relatively minor musculo-skeletal complaints. We present a case of a patient who presented with an acute strangulation of a pre-existing asymptomatic paraumbilical hernia after completing a series of aerobic exercises on her Wii Fit. She required laparotomy and small bowel resection for infarcted bowel. Although a number of minor mechanical and orthopaedic injurieshave been reported with the Wii Fit, this represents the first case of a life-threatening complication associated with the use of this device...
January 2013: Acta Chirurgica Belgica
Gary S Goldfield, Kristi B Adamo, Jane Rutherford, Marisa Murray
OBJECTIVES: To evaluate effects of stationary cycling to music versus interactive video game cycling on psychosocial functioning in obese adolescents. METHODS: 30 obese adolescents aged 12-17 years were randomized to twice weekly laboratory-based sessions of stationary cycling to music or interactive video game cycling for a 10-week trial. Participant's self-reported measures of scholastic competence, social competence, athletic competence, body image, and self-esteem were obtained...
November 2012: Journal of Pediatric Psychology
Peter C Douris, Brittany McDonald, Frank Vespi, Nancy C Kelley, Lawrence Herman
Exergaming is becoming a popular recreational activity for young adults. The purpose was to compare the physiologic and psychological responses of college students playing Nintendo Wii Fit, an active video game console, vs. an equal duration of moderate-intensity brisk walking. Twenty-one healthy sedentary college-age students (mean age 23.2 ± 1.8 years) participated in a randomized, double cross-over study, which compared physiologic and psychological responses to 30 minutes of brisk walking exercise on a treadmill vs...
April 2012: Journal of Strength and Conditioning Research
Kevin C O'Leary, Matthew B Pontifex, Mark R Scudder, Michael L Brown, Charles H Hillman
OBJECTIVE: The effects of single bouts of aerobic exercise, exergaming, and action videogame play on event-related brain potentials (ERPs) and task performance indices of cognitive control were investigated using a modified flanker task that manipulated demands of attentional inhibition. METHODS: Participants completed four counterbalanced sessions of 20 min of activity intervention (i.e., seated rest, seated videogame play, and treadmill-based and exergame-based aerobic exercise at 60% HR(max)) followed by cognitive testing once heart rate (HR) returned to within 10% of pre-activity levels...
August 2011: Clinical Neurophysiology: Official Journal of the International Federation of Clinical Neurophysiology
B Guderian, L A Borreson, L E Sletten, K Cable, T P Stecker, M A Probst, L C Dalleck
AIM: The purpose of this study was (a) to assess the cardiovascular and metabolic responses to Wii Fit video games and (b) to determine if Wii Fit video games meet the American College of Sports Medicine guidelines for improving and maintaining cardiorespiratory fitness. METHODS: Twenty men and women (mean±SD age, height, and weight: = 58.1±8.8 years, 172.1±10.5 cm, 87.1±22.8 kg, respectively) completed a 20-min Wii Fit testing session consisting of six separate aerobic and balance games...
December 2010: Journal of Sports Medicine and Physical Fitness
Lee E F Graves, Nicola D Ridgers, Karen Williams, Gareth Stratton, Greg Atkinson, Nigel T Cable
BACKGROUND: Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming. The physiological cost and enjoyment of exergaming in adolescents, and young and older adults has not been documented, nor compared with aerobic exercise. This study compared the physiological cost and enjoyment of exergaming on Wii Fit with aerobic exercise in 3 populations. METHODS: Cardiorespiratory and enjoyment measurements were compared in 14 adolescents, 15 young adults, and 13 older adults during handheld inactive video gaming, Wii Fit activities (yoga, muscle conditioning, balance, aerobics), and brisk treadmill walking and jogging...
May 2010: Journal of Physical Activity & Health
Shannon R Siegel, Bryan L Haddock, Andrea M Dubois, Linda D Wilkin
Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent...
2009: International Journal of Exercise Science
Motohiko Miyachi, Kenta Yamamoto, Kazunori Ohkawara, Shigeho Tanaka
PURPOSE: Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. METHODS: Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises)...
June 2010: Medicine and Science in Sports and Exercise
Emily C-S Murphy, Linda Carson, William Neal, Christine Baylis, David Donley, Rachel Yeater
OBJECTIVE: To determine whether an exercise intervention using an active video game (Dance Dance Revolution [DDR]) is effective in improving endothelial dysfunction (EDF) and other risk factors in overweight children. DESIGN: Thirty-five children (Body mass index > or = 85(th) percentile, mean age 10.21+/-1.67 years, 17 females) with EDF were assessed for flow-mediated dilation (FMD), lipids, insulin, glucose, NO(2)+NO(3), asymmetric dimethylarginine, symmetric dimethylarginine, l-arginine, height, weight, aerobic fitness, and blood pressure...
2009: International Journal of Pediatric Obesity: IJPO
G J Wang, N D Volkow, J S Fowler, D Franceschi, J Logan, N R Pappas, C T Wong, N Netusil
UNLABELLED: In vivo microdialysis studies have shown that exercise increases the concentration of dopamine (DA) in the striatum of the rat brain. It has also been shown that PET with [11C]raclopride can be used to assess changes in brain DA induced by drugs and by performance tasks such as playing a video game. The purpose of this study was to evaluate the effects of exercise (treadmill running) on striatal DA release in the human brain. METHODS: Twelve healthy volunteers (5 women, 7 men; mean age, 32 +/- 5 y; age range, 25-40 y) with a history of regular exercise received 2 PET scans with [11C]raclopride on 2 separate days, 1 at baseline and 1 at 5-10 min after running on a treadmill for 30 min...
August 2000: Journal of Nuclear Medicine: Official Publication, Society of Nuclear Medicine
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