keyword
https://read.qxmd.com/read/38641659/comparison-of-enjoyment-and-energy-expenditure-of-exergame-with-and-without-blood-flow-restriction-in-men-and-women
#1
JOURNAL ARTICLE
Zeynabalsadat Mousavi, Zohreh Karimi, Alexei Wong, Neda Cheraghloo, Hessan Bagheri, Reza Bagheri
This study compared the effects of blood flow restriction (BFR) on intensity and perceived enjoyment during an exergame. Fourteen healthy young participants engaged in a boxing exergame for 20 min, with or without BFR, across two sessions. Perceived enjoyment levels were assessed using the Physical Activity Enjoyment Scale. Heart rate was monitored, and energy expenditure (EE) during exercise was calculated. A mixed model analysis of variance with repeated measures was used to evaluate differences in EE and enjoyment between exergame conditions (with and without BFR) as well as the interaction effects of these protocols with gender...
April 19, 2024: Scientific Reports
https://read.qxmd.com/read/38634087/bone-metabolism-in-children-with-normal-weight-and-overweight-obesity-in-a-northeastern-region-of-spain
#2
JOURNAL ARTICLE
José Cuenca Alcocel, Lorena Villalba-Heredia, Inés Martínez Redondo, Clara Berrozpe-Villabona, José Antonio Casajús, José Miguel Arbonés-Mainar, Pilar Calmarza
OBJECTIVES: Bone mass progressively increases to peak during childhood and adolescence, which determines future bone health. Bone formation-resorption processes are assessed using bone markers. However, studies on the impact of obesity on bone turnover markers at this age are limited, and results are inconsistent. The objective of this study was to examine the potential impact of overweight/obesity on bone metabolism. METHODS: A study was performed to compare parameters of bone metabolism in 45 girls and boys with normal weight (controls) and in a group of 612 girls and boys with overweight/obesity (cases) from the Exergames study (University of Zaragoza)...
March 2024: Adv Lab Med
https://read.qxmd.com/read/38632713/exploring-the-design-of-upper-limb-strength-training-through-high-intensity-interval-training-combined-with-exergaming-usability-study
#3
JOURNAL ARTICLE
Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou
BACKGROUND: High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training. OBJECTIVES: The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming...
April 17, 2024: JMIR Serious Games
https://read.qxmd.com/read/38608212/energy-expenditure-validation-of-an-exergame-platform-ring-fit-adventure-use-in-adults-with-overweight-and-obesity
#4
JOURNAL ARTICLE
Paulina B Moreno Carbajal, Norma E Corrales Camargo, Roberto Espinoza-Gutiérrez, Juan J Calleja-Núñez, Bryan Montero-Herrera, Jonathan Cerna, Jorge A Aburto-Corona
Objective: This study aims at comparing the energy expenditure (EE) and heart rate (HR) data from Ring Fit Adventure (RFA) with those from indirect calorimetry (COSMED) and a heart rate monitor (Polar FT7). A secondary goal is to evaluate self-reported enjoyment and perceived effort levels. Materials and Methods: Thirty participants (age = 21.8 ± 2.2; body mass index = 31.8 ± 4.4) were recruited for two laboratory visits. The first visit involved baseline measurements...
April 12, 2024: Games for Health
https://read.qxmd.com/read/38595908/virtual-rehabilitation-for-patients-with-osteoporosis-or-other-musculoskeletal-disorders-a-systematic-review
#5
JOURNAL ARTICLE
Eléa Thuilier, John Carey, Mary Dempsey, John Dingliana, Bryan Whelan, Attracta Brennan
This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Osteoporosis is a systemic skeletal disorder and is among the most prevalent diseases globally, affecting 0.5 billion adults. Despite the fact that the number of people with osteoporosis is similar to, or greater than those diagnosed with cardiovascular disease and dementia, osteoporosis does not receive the same recognition...
2024: Virtual Reality
https://read.qxmd.com/read/38592067/assessing-the-effectiveness-of-rehabilitation-interventions-through-the-world-health-organization-disability-assessment-schedule-2-0-on-disability-a-systematic-review
#6
REVIEW
Claudia-Gabriela Potcovaru, Teodor Salmen, Dragoș Bîgu, Miruna Ioana Săndulescu, Petruța Violeta Filip, Laura Sorina Diaconu, Corina Pop, Ileana Ciobanu, Delia Cinteză, Mihai Berteanu
(1) Background: The World Health Organization Disability Assessment Schedule 2.0 (WHODAS 2.0) is a tool designed to measure disability in accordance with the International Classification of Functioning, Disability and Health. Measuring disability is becoming increasingly important due to its high prevalence, which continues to rise. Rehabilitation interventions can reduce disability and enhance functioning. (2) Objective: The present study aims to assess the impact of rehabilitation interventions on reducing disability, as measured by the WHODAS 2...
February 22, 2024: Journal of Clinical Medicine
https://read.qxmd.com/read/38578674/understanding-senior-adults-needs-preferences-and-experiences-of-commercial-exergames-for-health-usability-study
#7
JOURNAL ARTICLE
Yu-Han Wang
BACKGROUND: Many senior adults are at risk of mental and physical disorders due to a lack of sufficient exercise. Therefore, adherent exercise should be urgently promoted to improve senior adults' muscle strength, preventing falls and conditions caused by physical and cognitive decline. However, off-the-shelf exercise games, so-called exergames, are mainly targeted at the younger generation or children, while senior adults are neglected, when this age group strongly needs exercise. Exergames could serve as a health intervention for promoting exercise...
April 5, 2024: JMIR Serious Games
https://read.qxmd.com/read/38563678/a-convergent-mixed-methods-design-to-assess-the-use-of-the-home-virtual-rehabilitation-system-by-persons-with-chronic-stroke
#8
JOURNAL ARTICLE
Gerard G Fluet, Holly Gorin, Pamela Rothpletz Puglia, Qinyin Qiu, Jigna Patel, Alma S Merians, Amanda L Cronce, Sergei V Adamovich
Purpose: Patients poststroke utilized the Home Virtual Rehabilitation System (HoVRS) to perform home-based, gamified upper extremity rehabilitation over 12 weeks. Outcomes related to adherence and clinical improvement were collected, and semistructured interviews were conducted to assess intrinsic and extrinsic motivators that impacted engagement with the system. Methods: Subjects performed between 299 and 2020 minutes of self-scheduled, sparsely supervised hand rehabilitation activities in their homes. Results: As a group, the subjects demonstrated statistically significant improvements at the structure/function, activity, and activities of daily living levels of function...
April 1, 2024: Games for Health
https://read.qxmd.com/read/38539671/immersive-virtual-reality-for-treatment-of-unilateral-spatial-neglect-via-eye-tracking-biofeedback-rct-protocol-and-usability-testing
#9
JOURNAL ARTICLE
Alex Martino Cinnera, Valeria Verna, Matteo Marucci, Aurora Tavernese, Luisa Magnotti, Alessandro Matano, Chiara D'Acunto, Stefano Paolucci, Giovanni Morone, Viviana Betti, Marco Tramontano
About one-third of stroke survivors present unilateral spatial neglect (USN) that negatively impacts the rehabilitation outcome. We reported the study protocol and usability results of an eye-tracking (ET) biofeedback immersive virtual reality (iVR) protocol. Healthy controls and stroke patients with and without USN underwent a single session of the three iVR tasks. The system usability scale (SUS), adverse events (AEs), and ET data were collected and analyzed via parametric analysis. Twelve healthy controls (six young adults and six older adults) and seven patients with a diagnosis of single ischemic stroke (four without USN and three with confirmed diagnosis of USN) completed the usability investigation...
March 15, 2024: Brain Sciences
https://read.qxmd.com/read/38539651/neurorehabilitation-including-virtual-reality-based-balance-therapy-factors-associated-with-training-response
#10
JOURNAL ARTICLE
Evelyne Wiskerke, Jan Kool, Roger Hilfiker, Martin Sattelmayer, Geert Verheyden
BACKGROUND: Virtual reality (VR) therapy is increasingly used and has shown encouraging effects. Yet, it is unknown which patients respond best to VR-based balance therapy as part of neurorehabilitation. METHODS: Data from 30 persons with stroke and 51 persons with multiple sclerosis who performed three to four weeks of VR-based balance therapy during in-patient rehabilitation were analysed. Participants were divided into responders and nonresponders based on achievement of the minimal clinically important difference in functional balance post intervention...
March 7, 2024: Brain Sciences
https://read.qxmd.com/read/38539250/remotely-prescribed-and-monitored-home-based-gait-and-balance-therapeutic-exergaming-using-augmented-reality-ar-glasses-protocol-for-a-clinical-feasibility-study-in-people-with-parkinson-s-disease
#11
JOURNAL ARTICLE
L E S Hardeman, D J Geerse, E M Hoogendoorn, J Nonnekes, M Roerdink
BACKGROUND: Clinical guidelines for people with Parkinson's disease (pwPD) stress that, complementary to pharmacological treatment, exercise and physiotherapy should be given a central role in disease management. Adhering to regular exercise of the right type, and with high repetition, remains a challenge for pwPD. Exergaming has the potential to increase adherence through play and personalised interventions, both in clinic and at home. Reality DTx® is an augmented-reality (AR) home-based gait-and-balance exergaming intervention specifically designed for pwPD as an extension of supervised physiotherapy...
March 27, 2024: Pilot and Feasibility Studies
https://read.qxmd.com/read/38535731/acute-hemodynamic-metabolic-and-hormonal-responses-to-a-boxing-exergame-with-and-without-blood-flow-restriction-in-non-athlete-young-individuals
#12
JOURNAL ARTICLE
Zohreh Karimi, Zeynabalsadat Mousavi, Michael Nordvall, Alexei Wong, Reza Bagheri, Frederic Dutheil
BACKGROUND: This study aimed to compare acute hemodynamic, metabolic (glucose and blood lactate concentrations), hormonal (growth hormone and normetanephrine), heart rate variability (HRV), and rating of perceived exertion (RPE) responses before and after bouts of a boxing exergame with and without blood flow restriction (BFR) in non-athlete young individuals. METHODS: Fourteen participants (age: 30 ± 10 y; BMI: 21 ± 3 kg.m-2 ) participated in two sessions of a 20 min boxing exergame...
February 23, 2024: Sports
https://read.qxmd.com/read/38531948/effects-of-exergames-on-student-physical-education-learning-in-the-context-of-the-artificial-intelligence-era-a-meta-analysis
#13
JOURNAL ARTICLE
Mengnan Zhao, Xurui Lu, Qi Zhang, Rutong Zhao, Bohang Wu, Sheng Huang, Sunnan Li
Whether the application of exergames in physical education (PE) courses can significantly improve student performance in PE learning is still controversial. This review explores the promoting effect of exergames on student PE learning and the conditions in which the effect of exergames can be maximized. Based on the PICOS method, two researchers independently searched the ProQuest database, EBSCO database, Web of Science (WoS) database, PubMed database, Chinese National Knowledge Infrastructure (CNKI) database, Wanfang database, and VIP database, evaluated the literature quality using the Cochrane system evaluation manual, and performed a meta-analysis of the included literature...
March 26, 2024: Scientific Reports
https://read.qxmd.com/read/38519809/the-effectiveness-of-virtual-reality-exercise-games-on-balance-functions-and-fear-of-falling-in-women-with-osteoporosis
#14
JOURNAL ARTICLE
Nihal Yilmaz, Meryem Kösehasanoğulları
To investigate and compare the effectiveness of Nintendo Wii games and home exercises on balance functions in patients with osteoporosis, an important disease adversely affecting balance functions. The patients included in the study were randomized into two groups the Wii exercise group (n = 30) and the home exercise group (n = 30). Wii exercise group performed balance exercises with a Nintendo Wii device and balance board three times a week for 12 weeks under the supervision of a physiotherapist in the hospital, and home exercise group was prescribed home exercises three days a week for 12 weeks...
March 22, 2024: Rheumatology International
https://read.qxmd.com/read/38503146/virtual-reality-exergames-for-improving-physical-function-cognition-and-depression-among-older-nursing-home-residents-a-systematic-review-and-meta-analysis
#15
JOURNAL ARTICLE
Yu Peng, Ying Wang, Lili Zhang, Yuhan Zhang, Liyan Sha, Jianli Dong, Yang He
OBJECTIVE: To explore the effectiveness of virtual reality (VR) exergames on physical function, cognition and depression among older nursing home residents. METHODS: A systematic review and meta-analysis were conducted. The PubMed, Ovid, Embase, Cochrane, CINAHL, and Web of Science databases were searched for relevant studies from inception until June 1, 2023. The reviewers independently completed the study selection, data extraction and quality assessment. Subgroup analyses were conducted to explore the sources of between-study heterogeneity and to determine whether participant or intervention characteristics influenced effect sizes...
March 18, 2024: Geriatric Nursing
https://read.qxmd.com/read/38489200/non-immersive-virtual-reality-based-treatment-for-children-with-unilateral-cerebral-palsy-preliminary-results
#16
JOURNAL ARTICLE
Paolo Meriggi, Martina Mandalà, Mattia Randazzo, Elena Brazzoli, Anna Castagna, Valentina Di Giusto, Anna Cavallini, Alberto Marzegan, Tiziana Lencioni, Ivana Olivieri
PURPOSE: Unilateral cerebral palsy (UCP) represents about 30-40% of overall cerebral palsy diagnoses. Upper limb impairment has a significant negative impact on activities of daily living (ADL), and recent studies have shown that the use of virtual reality (VR) can increase motivation and promote an improvement in ADL. This preliminary study was aimed at exploring the acceptability and usability of a VR rehabilitation treatment, using the VITAMIN Platform, for children with UCP. A secondary goal of the study was to compare the results of usual standardized clinical scales and questionnaires with kinematic results as well as with the quantitative measures acquired by the VITAMIN platform in each exercise of the rehabilitation sessions...
2024: Journal of Pediatric Rehabilitation Medicine
https://read.qxmd.com/read/38486359/the-effects-of-exergame-telerehabilitation-in-persons-with-subjective-cognitive-decline
#17
JOURNAL ARTICLE
Dereck L Salisbury, Keenan A Pituch, Fang Yu
BACKGROUND AND OBJECTIVES: The primary aim of this Stage IB randomized controlled trial (RCT) was to test the preliminary effects of a dual-task exergaming telerehabilitation intervention on cognition and aerobic fitness, compared to aerobic exercise (AEx) only and attention control (stretching) in older adults with SCD. RESEARCH DESIGN AND METHODS: This RCT randomized 39 participants on a 2:1:1 allocation ratio to supervised exergame (n=20), AEx (n=11), and stretching (n=8) for 12 weeks...
March 15, 2024: Gerontologist
https://read.qxmd.com/read/38479807/effects-of-home-based-exergaming-on-cardio-metabolic-and-cognitive-health-in-physically-inactive-individuals
#18
JOURNAL ARTICLE
Andreas Melmer, Anna Lisa Martin-Niedecken, Wanda Wehrli, Patrick Lüchinger, Yanick Riederer, Sam Scott, Jordan Pickles, Stephan Niedecken, David Flagmeier, Stephan Villiger, Roman Jurt, Nicole Kind, Lilian Witthauer, Alexandra Schättin, Christoph Stettler
AIMS: To examine the effects of a home-based exergame training over 6 weeks on cardio-metabolic and cognitive health, as well as training adherence, in physically inactive individuals. MATERIALS AND METHODS: Twenty participants were equipped with an exergame system specifically designed for use at home. Each participant performed at least three weekly exercise sessions at ≥80% of their individual maximum heart rate, over 6 weeks. Exercise duration increased biweekly until 75 min of vigorous exercise were performed in Weeks 5 and 6...
March 13, 2024: Diabetes, Obesity & Metabolism
https://read.qxmd.com/read/38469269/exergaming-in-augmented-reality-is-tailor-made-for-aerobic-training-and-enjoyment-among-healthy-young-adults
#19
JOURNAL ARTICLE
Antony G Philippe, Aurélie Goncalves, Karim Korchi, Maxime Deshayes
In recent years, the use of exergaming for physical activity practice has gain in popularity but few is known about the use of augmented reality for physical activity, particularly at moderate to vigorous intensities. The present study examined the use of an exergame in augmented reality for aerobic training in healthy young adults. In a within-subject design, 18 participants (19.8 ± 1.4 years of age) have performed two physical activity sessions playing dodgeball. Indeed, they realized a classical dodgeball session and an exergaming session with an augmented reality version of dodgeball game...
2024: Frontiers in Public Health
https://read.qxmd.com/read/38468347/a-single-session-of-a-beach-volleyball-exergame-did-not-improve-state-anxiety-level-in-healthy-adult-women
#20
JOURNAL ARTICLE
Vinnycius Nunes de Oliveira, Ricardo Borges Viana, João Victor Rosa de Freitas, Mila Alves Matos Rodrigues, Marilia Santos Andrade, Rodrigo Luiz Vancini, Katja Weiss, Beat Knechtle, Claudio Andre Barbosa de Lira
This study evaluated the acute effect of the exergame Kinect Sports® beach volleyball on state anxiety level in adult women. Thirty healthy adult women (age: 21 [4] years, body mass: 54.70 [19.50] kg, height: 1.61 ± 0.05 m, and body mass index: 21.87 [5.76] kg/m2 , data are expressed as median [interquartile range] and as the mean ± standard deviation) were assigned to play an exergame of beach volleyball in singleplayer mode session (intervention session) for ~ 30 min using the Xbox 360 Kinect® or remained seated (control session)...
March 11, 2024: BMC Sports Science, Medicine and Rehabilitation
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