Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-04-17 DOI:10.2196/51730
Shu-Cheng Lin, Jing-Yu Lee, Yong Yang, Chu-Chun Fang, Hsiao-Lin Fang, Tien-Hung Hou
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Abstract

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.

Methods: A total of 15 healthy male participants were recruited for the study, and the differences in muscle activation were compared between push-ups and exergaming (Nintendo Switch Ring Fit Adventure with the Ring-Con accessory) during HIIT. Prior to the tests, participants underwent pretests, including maximal voluntary contractions of various muscle groups, maximal push-up tests, and maximal movement tests using the exergaming device. The push-up and exergaming tests were conducted on separate days to avoid interference, with a warm-up period of 5 minutes on a treadmill before testing. Muscle activation in the lateral and anterior portions of the deltoid muscle, the sternal and clavicular heads of the pectoralis major muscle, and the latissimus dorsi muscle were measured during the maximal voluntary contractions and single-round tests for each exercise mode. A repeated measures ANOVA was used to assess the variations in muscle activation observed across the 2 distinct modes of exercise, specifically push-ups and exergaming.

Results: In exergaming, the number of repetitions for push-ups was significantly fewer than for single-site exercises across both exhaustive (mean 23.13, SD 6.36 vs mean 55.67, SD 17.83; P=.001; effect size [ES]: 2.43) and single-round (mean 21.93, SD 7.67 vs mean 92.40, SD 20.47; P=.001; ES: 4.56) training. Heart rate differences were not significant (all P>.05), yet exergaming led to better muscle activation in specific muscle groups, particularly the right anterior deltoid (mean 48.00%, SD 7.66% vs mean 32.84%, SD 10.27%; P=.001; ES: 1.67) and right pectoralis major (sternal head: mean 38.99%, SD 9.98% vs mean 26.90%, SD 12.97%; P=.001; ES: 1.04; clavicular head: mean 43.54%, SD 9.59% vs mean 30.09%, SD 11.59%; P=.002; ES: 1.26) during exhaustive training. In single-round training, similar patterns were observed with the anterior deltoid (mean 51.37%, SD 11.76% vs mean 35.47%, SD 12.72%; P=.002; ES: 1.30) and pectoralis major (sternal head: mean 53.27%, SD 10.79% vs mean 31.56%, SD 16.92%; P=.001; ES: 1.53; clavicular head: mean 53.75%, SD 13.01% vs mean 37.95%, SD 14.67%; P=.006; ES: 1.14). These results suggest that exergaming may be more effective for targeted muscle activation.

Conclusions: In conclusion, HIIT can increase muscle activation in the upper extremities and can be incorporated into exergaming strategies to provide a fun and engaging way to exercise.

通过高强度间歇训练结合 Exergaming 探索上肢力量训练的设计:可用性研究。
背景:高强度间歇训练(HIIT)已成为现代社会流行的锻炼策略,其中塔巴塔训练法最为流行。过去,这些训练方法大多是在没有器械的情况下进行的,但将外显子游戏融入训练中可能会为肌肉训练提供一种新的选择:本研究的目的是探讨结合外显子游戏的 HIIT 计划在上肢肌肉激活方面的差异:本研究共招募了15名健康男性参与者,比较了俯卧撑和外挂游戏(任天堂Switch环形健身器大冒险与Ring-Con配件)在HIIT过程中肌肉激活的差异。测试前,参与者进行了前测,包括各种肌群的最大自主收缩、最大俯卧撑测试和使用外游戏设备进行的最大运动测试。为避免干扰,俯卧撑测试和外部游戏测试在不同的日子进行,测试前在跑步机上进行 5 分钟的热身。在每种运动模式的最大自主收缩和单轮测试中,测量三角肌外侧和前部、胸大肌胸骨和锁骨头以及背阔肌的肌肉激活情况。采用重复测量方差分析来评估两种不同运动模式下肌肉激活的变化,特别是俯卧撑和发力游戏:结果:在外显子游戏中,俯卧撑的重复次数明显少于单点训练,无论是竭力训练(平均23.13次,标准差6.36次 vs 平均55.67次,标准差17.83次;P=.001;效应大小[ES]:2.43)还是单轮训练(平均21.93次,标准差7.67次 vs 平均92.40次,标准差20.47次;P=.001;ES:4.56)。心率差异不明显(均为 P>.05),但外显子游戏能更好地激活特定肌群的肌肉,尤其是右三角肌前部(平均 48.00%,SD 7.66% vs 平均 32.84%,SD 10.27%;P=.001;ES:1.67)和右胸大肌(胸骨头:平均 38.99%,SD 9.98% vs 平均 26.90%,SD 12.97%;P=.001;ES:1.04;锁骨头:平均 43.54%,SD 9.59% vs 平均 30.09%,SD 11.59%;P=.002;ES:1.26)。在单轮训练中,三角肌前肌(平均 51.37%,标定值 11.76% vs 平均 35.47%,标定值 12.72%;P=.002;ES:1.26)和胸大肌(平均 51.37%,标定值 11.76% vs 平均 35.47%,标定值 12.72%;P=.002;ES:1.26)也观察到类似的模式。30)和胸大肌(胸骨头:平均 53.27%,SD 10.79% vs 平均 31.56%,SD 16.92%;P=.001;ES:1.53;锁骨头:平均 53.75%,SD 13.01% vs 平均 37.95%,SD 14.67%;P=.006;ES:1.14)。这些结果表明,外部游戏可能对有针对性的肌肉激活更有效:总之,HIIT 可以提高上肢肌肉的活化程度,并可与外部游戏策略相结合,提供一种有趣且引人入胜的锻炼方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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