{"title":"Effects of active video gaming on oxidative stress and antioxidant status in university students","authors":"Cihan Aygün, Hayriye Çakır-Atabek","doi":"10.15561/20755279.2023.0503","DOIUrl":null,"url":null,"abstract":"Background and Study Aim. Many findings have demonstrated that several life-threatening diseases, including cardiovascular diseases, obesity-related diseases, and certain types of malignancies, can be prevented by exercise. Reactive oxygen species (ROS) may be the direct or associated factor that causes or prevents these diseases. It is well known that a strenuous and high-intensity acute exercise increases ROS production and intensifies oxidative stress. At this point, the importance of physical activity (PA) and exercise in reducing oxidants and improving antioxidant defense system increasing. The purposes of the current study were to investigate the short term (acute) and long term (chronic) effects of active video gaming (AVG) on oxidative stress indices. Material and Methods. Nine healthy male university students participated in the study. The participants played an AVG as vigorous physical activity (MET > 7) for 20 minutes, three days a week, for 4 weeks. Each participant completed twelve game sessions. Blood samples were obtained just before (after 10 min rest in seated position) and immediately after the game session on the first and the last day of the study. Total oxidant and antioxidant status (TOS and TAS) were determined using an automated measurement method, and the oxidative stress index (OSI) was calculated. Total oxidized guanine (TOG) and superoxide dismutase (SOD) activity were analyzed using commercial kits (Cayman Chemical). Data were analyzed with dependent t-tests and significance was accepted as p<0.05. Results. The SOD activity significantly decreased after the AVG on the first day (4.78 ± 1.26 vs. 3.81 ± 1.80; p=0.026). The TOS (6.62 ± 1.09 vs. 7.30 ± 1.24) and TOG (9.26 ± 2.69 vs. 9.78 ± 2.62) levels increased on the first day, but these alterations were not significant. Additionally, no significant acute changes were observed for the last day of the study Conclusions. The 4-week active video gaming practices did not change the oxidative stress status of pre-game, chronically. Four-week-AVG practice did not change oxidative stress indices significantly in rest.","PeriodicalId":51897,"journal":{"name":"Physical Education of Students","volume":"1522 1","pages":"0"},"PeriodicalIF":0.8000,"publicationDate":"2023-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Physical Education of Students","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15561/20755279.2023.0503","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Background and Study Aim. Many findings have demonstrated that several life-threatening diseases, including cardiovascular diseases, obesity-related diseases, and certain types of malignancies, can be prevented by exercise. Reactive oxygen species (ROS) may be the direct or associated factor that causes or prevents these diseases. It is well known that a strenuous and high-intensity acute exercise increases ROS production and intensifies oxidative stress. At this point, the importance of physical activity (PA) and exercise in reducing oxidants and improving antioxidant defense system increasing. The purposes of the current study were to investigate the short term (acute) and long term (chronic) effects of active video gaming (AVG) on oxidative stress indices. Material and Methods. Nine healthy male university students participated in the study. The participants played an AVG as vigorous physical activity (MET > 7) for 20 minutes, three days a week, for 4 weeks. Each participant completed twelve game sessions. Blood samples were obtained just before (after 10 min rest in seated position) and immediately after the game session on the first and the last day of the study. Total oxidant and antioxidant status (TOS and TAS) were determined using an automated measurement method, and the oxidative stress index (OSI) was calculated. Total oxidized guanine (TOG) and superoxide dismutase (SOD) activity were analyzed using commercial kits (Cayman Chemical). Data were analyzed with dependent t-tests and significance was accepted as p<0.05. Results. The SOD activity significantly decreased after the AVG on the first day (4.78 ± 1.26 vs. 3.81 ± 1.80; p=0.026). The TOS (6.62 ± 1.09 vs. 7.30 ± 1.24) and TOG (9.26 ± 2.69 vs. 9.78 ± 2.62) levels increased on the first day, but these alterations were not significant. Additionally, no significant acute changes were observed for the last day of the study Conclusions. The 4-week active video gaming practices did not change the oxidative stress status of pre-game, chronically. Four-week-AVG practice did not change oxidative stress indices significantly in rest.
背景与研究目的。许多研究结果表明,一些危及生命的疾病,包括心血管疾病、肥胖相关疾病和某些类型的恶性肿瘤,可以通过运动来预防。活性氧(ROS)可能是导致或预防这些疾病的直接或相关因素。众所周知,剧烈和高强度的急性运动可增加ROS的产生并加剧氧化应激。此时,体育活动(PA)和运动在减少氧化剂和改善抗氧化防御系统中的重要性日益增加。本研究的目的是研究活跃视频游戏(AVG)对氧化应激指数的短期(急性)和长期(慢性)影响。材料和方法。9名健康的男性大学生参加了这项研究。参与者将AVG作为剧烈体育活动(MET >7)每次20分钟,每周三天,连续4周。每个参与者完成了12个游戏环节。在研究的第一天和最后一天,在游戏开始前(坐下休息10分钟后)和游戏结束后立即采集血液样本。采用自动测量法测定总氧化剂和抗氧化状态(TOS和TAS),并计算氧化应激指数(OSI)。总氧化鸟嘌呤(TOG)和超氧化物歧化酶(SOD)活性分析使用商业试剂盒(开曼化学)。数据分析采用相关t检验,显著性采用p<0.05。结果。AVG后第1天SOD活性显著降低(4.78±1.26∶3.81±1.80;p = 0.026)。TOS(6.62±1.09 vs. 7.30±1.24)和TOG(9.26±2.69 vs. 9.78±2.62)水平在第一天升高,但差异不显著。此外,在研究的最后一天未观察到明显的急性变化。4周的积极电子游戏练习并没有长期改变游戏前的氧化应激状态。在休息状态下,avg练习4周对氧化应激指标无显著影响。