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Efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados / Acute effect of active video game on state of humor of elderlyMorais, Milca Abda de 10 June 2016 (has links)
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Previous issue date: 2016-06-10 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / Population aging is considered a world-wide phenomenon. Several changes are caused by aging, among them, the higher prevalence of mood disorders, such as depression and anxiety. Some evidences have indicated positive effects of some types of exercise on reduction of depression and anxiety. The aims of the present study were: a) to evaluate the acute effects of exercise in the Xbox Kinect on the mood of the untrained elderly people; b) investigate possible correlations between the degree of enjoyment in the activity and improvement in mood. We selected twenty-nine elderly (15 men and 14 women), with age of 66,4 ± 0,8 years (mean ± standard error). The participants were evaluated in two conditions: Control Condition (CC), in which volunteers watched the film "The March of the Penguins" (60 minutes) and Experimental Condition (EC), which consisted of one session of exercise with the Xbox Kinect (60 minutes). The order of conditions was randomly defined. The mood state was evaluated in the pre and post-interventions using the POMS questionnaire (Profile of Mood States). The PACES Scale (Physical Activity Enjoyment Scale) was used to evaluate the degree of enjoyment. For both conditions, there was a significant reduction in the scores of tension-anxiety, depression and total mood disorder (p ≤ 0,05). There were not significant differences between the conditions for all studied variables. There was a significant negative correlation at the EC, between the percentage of enjoyment and the scores of tension-anxiety (r = -0.40), depression (r = -0.40) and total mood disorder (r = -0.49), evaluated by POMS (p ≤ 0,05). On the other hand, no significant correlations were found in the CC for the same variables. Thus, we could conclude that both activities promote improvements in mood state in untrained elderly, however, the effect sizes observed after CC were lower (smaller) those observed after EC (median), indicating most significant clinical effects in the EC. Moreover, higher enjoyment during the activity in the Xbox Kinect was associated with greater improvement in mood states. / O envelhecimento populacional é considerado um fenômeno de amplitude mundial. Diversas alterações são provocadas pelo envelhecimento, entre elas, o aumento da prevalência de transtornos do humor, como a depressão e a ansiedade. Evidências científicas demonstram efeito positivo de diversos tipos de exercício físico na redução desses sintomas. Os objetivos do presente estudo foram: a) avaliar o efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados; b) verificar as possíveis relações entre o grau de diversão da atividade e a melhora no humor. Foram selecionados vinte e nove idosos (15 homens e 14 mulheres), com idade de 66,4 ± 0,8 anos (média ± erro padrão). Os participantes foram avaliados em duas condições: Condição Controle (CC), na qual os participantes assistiram ao filme “A Marcha dos Pinguins” (60 minutos) e Condição Experimental (CE), que consistiu em uma sessão de atividades no Xbox Kinect com duração de 60 minutos. A ordem das condições foi definida de forma aleatória. O estado de humor foi avaliado nos momentos de pré e pós-intervenções através da aplicação do questionário de POMS (Profile of Mood States). A Escala de PACES (Physical Activity Enjoyment Scale) foi utilizada para avaliar o grau de diversão das atividades. Para ambas as condições, houve uma redução significante dos escores de tensão-ansiedade, de depressão e do distúrbio total de humor (p ≤ 0,05). Não foram observadas diferenças significantes entre as condições nas variáveis estudadas. Houve uma significante correlação negativa, na CE, entre o percentual de diversão e os deltas dos escores de tensão-ansiedade (r= -0,40), depressão (r= -0,40) e o distúrbio total de humor (r= -0,49), avaliado pelo POMS (p ≤ 0,05). Por outro lado, não foram encontradas correlações significantes na CC, para as mesmas variáveis. Assim, pode-se concluir que a sessão aguda de atividade no Xbox Kinect, bem como a condição controle (filme) promoveram melhoras no estado de humor de idosos destreinados, no entanto, os tamanhos de efeito observados após a CC foram inferiores (pequenos) aos observados após a CE (médios), indicando efeitos clínicos mais significantes na CE. Além disso, quanto maior foi a diversão durante a atividade realizada no Xbox Kinect, maior foi a melhora no estado de humor.
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A Randomized Controlled Trial Exploring the Feasibility of Multimedia-Based Exercise Programs on Older Adult Adherence and Physical ActivityYao, Christopher 22 September 2015 (has links)
Purpose: Transitioning into retirement may be a suitable period to help adults establish an active lifestyle. One innovative approach to promote PA may be through multimedia-based programs. This experiment aimed to explore the feasibility DVD and videogame-based exercise programs in promoting physical activity (PA) in adults transitioning into retirement. Underlying motivations, functional fitness, quality of life, and elicited beliefs from participating in the exercise programs were also explored. Methods: Twenty-seven adults were randomized into either a nine-week exercise DVD (n = 9), exergame (n = 9), or waitlisted control group (n = 9). Main outcomes include adherence was based on attendance during the in-lab component and participant logs during the in-home component. PA levels were measured through accelerometery and assessed at baseline, four-, nine- and 12-weeks. Secondary outcomes related to motivation were assessed at baseline, three- and nine-weeks. Tertiary outcomes such as physiological/functional fitness and quality of life outcomes were assessed at pre- and post-intervention. Results: During the in-lab portion, t-tests showed that adherence was slightly higher in the exergame group than the DVD group (t16 = -0.06, p = .96; d = .31). Repeated measures of analysis showed that the group x time interaction for moderate-to-vigorous physical activity (MVPA) (F2,24 = 0.87, p = .52; η2 = .05), while overall PA saw negligible changes (F2,24 = 0.16, p = .85; η2 = .01). At the end of the intervention, overall adherence was similar between both exercise groups (t16 = -0.06, p = .96; d = .03). The group by time interaction effect yielded a moderate effect size for MVPA (F2,24 = 1.07, p = .36; η2 = .08) and overall PA (F2,24 = 1.11, p = .35; η2 = .08). Overall PA only increased in the exergame group (d = .74). The exergame group saw major decreases in instrumental attitude (d = .64), injunctive norm (d = .79), perceived behavioural control (d = .40) and intention (d = .90). Both exercise groups enhanced strength, mobility, and aerobic endurance outcomes (d = .33-.98), as well as several quality of life domains (d = .32-.89). At the post-intervention follow-up, both exercise groups were more active than the control group (d = .49-1.03). Two-thirds of the DVD group adopted DVD-based exercise, while a third of exergame group adopted videogame-based exercise. Conclusions: With a high adoption rate, DVD-based exercise programs may be a feasible and acceptable approach to promote PA levels. Participants in both groups were generally satisfied, indicating that the exercise program was enjoyable, comprehensive, and a simple and convenient way to exercise at home. Improvements to important functional and quality of life domains were also identified. Further research will be required to fully test the effectiveness of exercise DVDs and exergames on adherence and PA behaviour in adults transitioning into retirement. / Graduate / 0384 / christopher.yao7@gmail.com
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