Classificação da intensidade dos jogos Kinect Sports® em universitários através das variáveis hemodinâmicas e da percepção subjetiva de esforço

Q4 Medicine
E. D. Silva, J. Cabral, M. Costa, Liebson Henrique Bezerra Lopes, T. A. A. Sousa, Glêbia Alexa Cardoso, A. V. D. Costa
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Abstract

This study analyzed the intensity of Kinect Sports® games in college students through hemodynamic variables and perceived exertion. An experimental study, with 34 young students (21.5 ± 1.9 years) who underwent three consecutive games sessions, divided into boxing, bowling, baseball, and tennis games; sand, golf, athletics, and ski flights; table tennis, football, darts, and American football. Heart rate (HR), blood pressure (BP), and rate of perceived exertion (RPE) were recorded every two minutes of each game. One-way ANOVA for repeated measurements was used to verify differences in HR, BP, and RPE at each time of the game and the effect size (p <0.05). There were significant differences in HR (p <0.01, η2p <0.284) in boxing, athletics and baseball games; in PAS (p <0.01, η2p <0.203) in athletics and baseball, as well as in RPE (p <0.01, η2p <0.309) in boxing, athletics, skiing, sand volleyball, tennis, football and table tennis. As for the classification of the games by intensity, through the percentage of proximity of the Maximum Heart Rate (HRmax), only the Boxing game presented with strong intensity (70 to 89% of the HRmax), 50% as moderate intensity (55 to 69% FCmax), and 42% of games at light intensity (35 to 54% of FCmax). It is concluded that a classification table that identifies the intensity of Kinect Sports® games in university students allows selecting games that are geared to the subject's physical condition, making the practice of this activity an alternative for the individual to move from rest to an active state generating beneficial impacts to health.
Kinect体育游戏强度等级® 通过血流动力学变量和运动主观感受对大学生的影响
本研究通过血流动力学变量和感知运动来分析大学生Kinect Sports®游戏的强度。一项实验研究,对34名年轻学生(21.5±1.9岁)进行了三次连续的运动,分为拳击、保龄球、棒球和网球;沙滩、高尔夫、田径和滑雪飞行;乒乓球、足球、飞镖和美式足球。每两分钟记录一次心率(HR)、血压(BP)和感知运动率(RPE)。使用重复测量的单因素方差分析(One-way ANOVA)来验证每次游戏时HR、BP和RPE的差异以及效应大小(p <0.05)。拳击、田径、棒球三项运动的HR差异有统计学意义(p <0.01, η2p <0.284);田径、棒球运动的PAS (p <0.01, η2p <0.203),拳击、田径、滑雪、沙排、网球、足球、乒乓球运动的RPE (p <0.01, η2p <0.309)。对于游戏的强度分类,通过最大心率(HRmax)的接近百分比,只有拳击游戏呈现出高强度(HRmax的70 - 89%),50%为中等强度(55% - 69% FCmax), 42%为轻强度(35% - 54% FCmax)。结论是,一个识别大学生Kinect Sports®游戏强度的分类表允许选择适合受试者身体状况的游戏,使这种活动的实践成为个人从休息状态转向积极状态的一种选择,对健康产生有益的影响。
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来源期刊
Motricidade
Motricidade Health Professions-Physical Therapy, Sports Therapy and Rehabilitation
CiteScore
0.70
自引率
0.00%
发文量
0
审稿时长
24 weeks
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