John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia
{"title":"通过运动游戏对老年人多维体能训练的测量和感知身体反应","authors":"John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia","doi":"10.1109/VS-Games.2018.8493433","DOIUrl":null,"url":null,"abstract":"Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults\",\"authors\":\"John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia\",\"doi\":\"10.1109/VS-Games.2018.8493433\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.\",\"PeriodicalId\":264923,\"journal\":{\"name\":\"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VS-Games.2018.8493433\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2018.8493433","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults
Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.