A terceira visão dos resíduos urbanos
Duarte, Lúcia
2004
Type
article
Identifier
SOARES, Ben Hur [et al.] (2014) – A interação virtual através de videojogos e a capacidade funcional das oessoas idosas. In 9ª Conferencia Ibérica de Sistemas y Tecnologías de Informacion, Barcelona, 18-21 junho. Atas. Vol. I- Artículos. p. 53-58.
978-989-98434-3-1
Title
A interação virtual através de videojogos e a capacidade funcional das pessoas idosas
Virtual interaction and functional capacity of the elderly
Virtual interaction and functional capacity of the elderly
Subject
Atividade física
Autonomia
Atividades de vida diária
Estilo de vida
Physical activity
Autonomy
Activities of daily living
Lifestyle
Autonomia
Atividades de vida diária
Estilo de vida
Physical activity
Autonomy
Activities of daily living
Lifestyle
Date
2014-07-21T11:05:09Z
2014-07-21T11:05:09Z
2014
2014-07-21T11:05:09Z
2014
Description
Este artigo relata um estudo sobre os efeitos dos exercícios físicos realizados de forma tradicional e com jogos digitais interativos na capacidade funcional dos idosos. O estudo incluiu a ingestão de Spirulina platensis, como um acessório de exercício físico. O estudo foi um ensaio clínico randomizado duplo cego, realizado em dois meses. A amostra foi composta por 20 mulheres e 15 homens idosos, divididos em três grupos: G1 (n= 12, 71,2 ± 7,5 anos) realizaram atividades físicas tradicionais, tais como levantamento de peso e de dança; G2 (n= 13,69 ± 5,8 anos) fez atividades interativas usando o Xbox Kinect (com o jogo ‘Body and Brain Connection’) e fez uso de Spirulina platensis; e G3 (n =10, 70,7 ± 4,8 anos) realizou as mesmas atividades interativas e usou um placebo. Os resultados mostram que as atividades físicas tradicionais e interativos melhorar três parâmetros de capacidade funcional, ou seja, a resistência aeróbia, agilidade e equilíbrio (p ≤ 0,05). No entanto, encontramos efeitos diferentes em dois parâmetros da capacidade funcional: não houve ganho de flexibilidade nos três grupos e havia apenas os ganhos em termos de velocidade do G1 e G2. A ingestão de Spirulina platensis em G2 pode estar aumentando a velocidade aeróbica. As conclusões gerais sugerem que atividades tradicionais e atividades físicas interativos são equivalentes na melhoria da capacidade funcional.
Abstract - This paper reports on a study of the effects of physical exercises performed in a traditional way and with interactive digital games on functional capacity of older adults. The study included the intake of Spirulina platensis as an enhancement of physical exercise. The study was double blind randomized trial, conducted in 2 months. The sample consisted of 20 female and 15 male older adults, divided into three groups: G1 (n = 12, 71 ± 7.5 years) performed traditional physical activities, such as weight lifting and dance; G2 (n = 13, 69 ± 5,8 years) did interactive activities using the Xbox Kinect (with the ‘Body and Brain Connection’ game) and made use of Spirulina platensis; and G3 (n = 10, 70.7 ± 4.8 years) undertook the same interactive activities and used a placebo. The results show that both traditional and interactive physical activities improve there parameters of functional capacity, namely aerobic endurance, agility, and balance (p ≤ 0.05). However, we found dissimilar effects in two parameters of functional capacity: there were no gains in flexibility in the three groups and there were only gains in terms of G1 and G2. The intake of Spirulina platensis in G2 might be boosting the aerobic speed. The overall findings suggest that traditional activities and interactive physical activities are equivalent in improving functional capacity.
Abstract - This paper reports on a study of the effects of physical exercises performed in a traditional way and with interactive digital games on functional capacity of older adults. The study included the intake of Spirulina platensis as an enhancement of physical exercise. The study was double blind randomized trial, conducted in 2 months. The sample consisted of 20 female and 15 male older adults, divided into three groups: G1 (n = 12, 71 ± 7.5 years) performed traditional physical activities, such as weight lifting and dance; G2 (n = 13, 69 ± 5,8 years) did interactive activities using the Xbox Kinect (with the ‘Body and Brain Connection’ game) and made use of Spirulina platensis; and G3 (n = 10, 70.7 ± 4.8 years) undertook the same interactive activities and used a placebo. The results show that both traditional and interactive physical activities improve there parameters of functional capacity, namely aerobic endurance, agility, and balance (p ≤ 0.05). However, we found dissimilar effects in two parameters of functional capacity: there were no gains in flexibility in the three groups and there were only gains in terms of G1 and G2. The intake of Spirulina platensis in G2 might be boosting the aerobic speed. The overall findings suggest that traditional activities and interactive physical activities are equivalent in improving functional capacity.
Access restrictions
openAccess
Language
por
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