Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_RS |
Texto Completo: | http://tede2.pucrs.br/tede2/handle/tede/8766 |
Resumo: | Introduction: Cystic fibrosis (CF) is a genetic disease that affects several systems and organs and requires a regular and complex treatment. Physical exercise is recommended as an important part of the treatment. However, the low adherence of patients to this recommendation is already known, which may influence quality of life survival. In order to improve adherence to exercise, the use of interactive video games (VG) may emerge as an important tool. Objective: To assess whether the use of VG by CF and healthy individuals generates the cardiorespiratory demand necessary for aerobic physical training, using as a parameter the performance in the cardiopulmonary exercise test (CPET). Methods: Cross-sectional study with CF and healthy subjects (control group - CON), matched by age and gender, aged over 6 years old. Subjects who were unable to perform CPET were excluded. The study was divided into 2 visits: on the first visit, anthropometric measures, spirometry, and CPET were performed for both groups. In addition, during this visit, a respiratory health questionnaire was applied to the CON group. On the second visit, a physical activity questionnaire (IPAQ-A/IPAQ-C) was applied and the VG tests were performed using Nintendo Wii (Wii Fit Plus: (1) Obstacle Course, (2) Rhythm Boxing, and (3) Free Run) and Xbox One (Just Dance 2015: (1) Love Me Again, (2) Summer and (3) Happy), 10 minutes for each console. During both CPET and the use of VG, a gas analyzer was used to measure cardiorespiratory variables. In addition, during VG use, an accelerometer (wGT3X-BT) was used and the degree of physical effort and satisfaction was quantified. Descriptive statistics, Student's t-test and one-way ANOVA (with Bonferroni post hoc test) were used. The study was approved by the Research Ethics Committee. Results: Twenty-five subjects were recruited for the CON and 30 for the CF group, with a mean age of 16.2±5.0 and 16.9±5.1, respectively. The mean (%) FEV1 in the CF group was 73.3±24 and the FVC was 81.2±19.6, which represents lower values (p<0.05) compared to the CON group. Regarding the level of physical activity, there were no differences between groups (p>0.05). There were also no differences between groups at peak exercise (CPET) for heart rate (HR) (186.0±9.0 vs 180.0±12.6 bpm), VO2 (36.7±8.50 vs 36.9±6.40 mL/kg/min) and VE (54.2±16.3 vs 50.0±17.2 L/min). In the CON group, games 2 and 3 (Xbox) and game 3 (Nintendo) raised the HR to values similar (p>0.05) to the anaerobic threshold (AT - CPET), while in the CF group this occurred for games 2 (Xbox) and 3 (Nintendo). As for VO2 and VE, both groups obtained similar responses (p>0.05) to the AT in games 2 (Xbox) and 3 (Nintendo). There were no differences (p>0.05) between VG regarding the number of steps and the degree of effort/satisfaction. Conclusion: The use of specific VG was able to raise the cardiorespiratory response to levels similar to the anaerobic threshold, showing that VG may be an alternative for the training of healthy and CF individuals. |
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Donadio, Márcio Vinícius Fagundeshttp://lattes.cnpq.br/8321335627100144http://lattes.cnpq.br/8118007067835563Campos, Natália Evangelista2019-06-27T16:59:51Z2019-03-01http://tede2.pucrs.br/tede2/handle/tede/8766Introduction: Cystic fibrosis (CF) is a genetic disease that affects several systems and organs and requires a regular and complex treatment. Physical exercise is recommended as an important part of the treatment. However, the low adherence of patients to this recommendation is already known, which may influence quality of life survival. In order to improve adherence to exercise, the use of interactive video games (VG) may emerge as an important tool. Objective: To assess whether the use of VG by CF and healthy individuals generates the cardiorespiratory demand necessary for aerobic physical training, using as a parameter the performance in the cardiopulmonary exercise test (CPET). Methods: Cross-sectional study with CF and healthy subjects (control group - CON), matched by age and gender, aged over 6 years old. Subjects who were unable to perform CPET were excluded. The study was divided into 2 visits: on the first visit, anthropometric measures, spirometry, and CPET were performed for both groups. In addition, during this visit, a respiratory health questionnaire was applied to the CON group. On the second visit, a physical activity questionnaire (IPAQ-A/IPAQ-C) was applied and the VG tests were performed using Nintendo Wii (Wii Fit Plus: (1) Obstacle Course, (2) Rhythm Boxing, and (3) Free Run) and Xbox One (Just Dance 2015: (1) Love Me Again, (2) Summer and (3) Happy), 10 minutes for each console. During both CPET and the use of VG, a gas analyzer was used to measure cardiorespiratory variables. In addition, during VG use, an accelerometer (wGT3X-BT) was used and the degree of physical effort and satisfaction was quantified. Descriptive statistics, Student's t-test and one-way ANOVA (with Bonferroni post hoc test) were used. The study was approved by the Research Ethics Committee. Results: Twenty-five subjects were recruited for the CON and 30 for the CF group, with a mean age of 16.2±5.0 and 16.9±5.1, respectively. The mean (%) FEV1 in the CF group was 73.3±24 and the FVC was 81.2±19.6, which represents lower values (p<0.05) compared to the CON group. Regarding the level of physical activity, there were no differences between groups (p>0.05). There were also no differences between groups at peak exercise (CPET) for heart rate (HR) (186.0±9.0 vs 180.0±12.6 bpm), VO2 (36.7±8.50 vs 36.9±6.40 mL/kg/min) and VE (54.2±16.3 vs 50.0±17.2 L/min). In the CON group, games 2 and 3 (Xbox) and game 3 (Nintendo) raised the HR to values similar (p>0.05) to the anaerobic threshold (AT - CPET), while in the CF group this occurred for games 2 (Xbox) and 3 (Nintendo). As for VO2 and VE, both groups obtained similar responses (p>0.05) to the AT in games 2 (Xbox) and 3 (Nintendo). There were no differences (p>0.05) between VG regarding the number of steps and the degree of effort/satisfaction. Conclusion: The use of specific VG was able to raise the cardiorespiratory response to levels similar to the anaerobic threshold, showing that VG may be an alternative for the training of healthy and CF individuals.Introdução: A fibrose cística (FC) é uma doença genética que afeta diversos sistemas e órgãos e necessita de um tratamento regular e complexo. A recomendação para a prática de exercício físico é parte importante do tratamento. No entanto, já é conhecida a baixa adesão a estas recomendações, o que pode influenciar na qualidade de vida e sobrevida dos pacientes. A fim de melhorar a adesão à prática de exercício, o uso de videogames interativos (VG) pode ser uma importante ferramenta. Objetivo: Avaliar se a utilização de VG por indivíduos com FC e saudáveis gera a demanda cardiorrespiratória necessária para treinamento físico aeróbico tendo como parâmetro o desempenho no teste de exercício cardiopulmonar (TECP). Métodos: Estudo transversal incluindo sujeitos com FC (grupo FC) e saudáveis (grupo controle – CON), pareados por idade e sexo, com idade maior do que 6 anos. Sujeitos que não conseguiram realizar o TECP foram excluídos. O estudo foi divido em 2 visitas, sendo que na primeira foram realizadas medidas antropométricas, espirometria e o TECP para ambos. Ainda, nesta visita, foi aplicado um questionário de saúde respiratória com o grupo CON. Já na visita 2 foi aplicado o questionário de atividade física (IPAQ-A/IPAQ-C) e realizados os testes com os VG Nintendo Wii (Wii Fit Plus: (1) Obstacle Course, (2) Rhythm Boxing e (3) Free Run) e Xbox One (Just Dance 2015: (1) Love Me Again, (2) Summer e (3) Happy), 10 minutos cada console. Durante o TECP e o uso de VG foi utilizado um analisador de gases para mensuração das variáveis cardiorrespiratórias. Ainda, durante o VG, utilizou-se um acelerômetro (wGT3X-BT) e foi quantificado o grau de esforço físico e satisfação. Utilizou-se estatística descritiva, o teste t de Student e ANOVA de uma via (pós-teste de Bonferroni). O estudo foi aprovado pelo comitê de ética em pesquisa. Resultados: Foram recrutados 25 sujeitos para o grupo CON e 30 para o FC, com média de idade de 16,2±5,0 e 16,9±5,1, respectivamente. A média (%) do VEF1 no grupo FC foi de 73,3±24 e da CVF de 81,2±19,6, valores menores (p<0,05) do que o grupo CON. Em relação ao nível de atividade física, não houve diferenças entre grupos (p>0,05). Também não houve diferenças entre grupos no pico do exercício (TECP) para a frequência cardíaca (Fc) (186,0±9,0 vs 180,0±12,6 bpm), VO2 (36,7±8,50 vs 36,9±6,40 mL/kg/min) e VE (54,2±16,3 vs 50,0±17,2 L/min). No grupo CON os jogos 2 e 3 (Xbox) e o jogo 3 (Nintendo) elevaram a Fc a valores similares (p>0,05) ao limiar anaeróbico (LA - TECP), enquanto no grupo FC isso ocorreu para o jogo 2 (Xbox) e 3 (Nintendo). Quanto ao VO2 e VE, ambos grupos obtiveram respostas similares (p>0,05) ao LA no jogo 2 do Xbox e no jogo 3 do Nintendo. Não houve diferenças (p>0,05) entre os VG no número de passos e no grau de esforço/satisfação. Conclusão: O uso de jogos específicos de VG foi capaz elevar a resposta cardiorrespiratória a níveis similares ao LA, demonstrando que os VG podem ser uma alternativa para o treinamento de indivíduos saudáveis e com FC.Submitted by PPG Pediatria e Saúde da Criança (pediatria-pg@pucrs.br) on 2019-06-21T19:29:20Z No. of bitstreams: 1 Dissertação Nati 28052019.pdf: 2043920 bytes, checksum: 871ac8fc2e8cb3ca1205aa3f994b34c6 (MD5)Approved for entry into archive by Caroline Xavier (caroline.xavier@pucrs.br) on 2019-06-27T16:56:09Z (GMT) No. of bitstreams: 1 Dissertação Nati 28052019.pdf: 2043920 bytes, checksum: 871ac8fc2e8cb3ca1205aa3f994b34c6 (MD5)Made available in DSpace on 2019-06-27T16:59:51Z (GMT). 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dc.title.por.fl_str_mv |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
title |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
spellingShingle |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis Campos, Natália Evangelista Fibrose Cística Videogames Exercício Cystic Fibrosis Exercise CIENCIAS DA SAUDE::MEDICINA |
title_short |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
title_full |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
title_fullStr |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
title_full_unstemmed |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
title_sort |
Avaliação das respostas fisiológicas durante a utilização de videogames interativos e do teste de exercício cardiopulmonar em indivíduos com fibrose cística e saudáveis |
author |
Campos, Natália Evangelista |
author_facet |
Campos, Natália Evangelista |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Donadio, Márcio Vinícius Fagundes |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/8321335627100144 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/8118007067835563 |
dc.contributor.author.fl_str_mv |
Campos, Natália Evangelista |
contributor_str_mv |
Donadio, Márcio Vinícius Fagundes |
dc.subject.por.fl_str_mv |
Fibrose Cística Videogames Exercício |
topic |
Fibrose Cística Videogames Exercício Cystic Fibrosis Exercise CIENCIAS DA SAUDE::MEDICINA |
dc.subject.eng.fl_str_mv |
Cystic Fibrosis Exercise |
dc.subject.cnpq.fl_str_mv |
CIENCIAS DA SAUDE::MEDICINA |
description |
Introduction: Cystic fibrosis (CF) is a genetic disease that affects several systems and organs and requires a regular and complex treatment. Physical exercise is recommended as an important part of the treatment. However, the low adherence of patients to this recommendation is already known, which may influence quality of life survival. In order to improve adherence to exercise, the use of interactive video games (VG) may emerge as an important tool. Objective: To assess whether the use of VG by CF and healthy individuals generates the cardiorespiratory demand necessary for aerobic physical training, using as a parameter the performance in the cardiopulmonary exercise test (CPET). Methods: Cross-sectional study with CF and healthy subjects (control group - CON), matched by age and gender, aged over 6 years old. Subjects who were unable to perform CPET were excluded. The study was divided into 2 visits: on the first visit, anthropometric measures, spirometry, and CPET were performed for both groups. In addition, during this visit, a respiratory health questionnaire was applied to the CON group. On the second visit, a physical activity questionnaire (IPAQ-A/IPAQ-C) was applied and the VG tests were performed using Nintendo Wii (Wii Fit Plus: (1) Obstacle Course, (2) Rhythm Boxing, and (3) Free Run) and Xbox One (Just Dance 2015: (1) Love Me Again, (2) Summer and (3) Happy), 10 minutes for each console. During both CPET and the use of VG, a gas analyzer was used to measure cardiorespiratory variables. In addition, during VG use, an accelerometer (wGT3X-BT) was used and the degree of physical effort and satisfaction was quantified. Descriptive statistics, Student's t-test and one-way ANOVA (with Bonferroni post hoc test) were used. The study was approved by the Research Ethics Committee. Results: Twenty-five subjects were recruited for the CON and 30 for the CF group, with a mean age of 16.2±5.0 and 16.9±5.1, respectively. The mean (%) FEV1 in the CF group was 73.3±24 and the FVC was 81.2±19.6, which represents lower values (p<0.05) compared to the CON group. Regarding the level of physical activity, there were no differences between groups (p>0.05). There were also no differences between groups at peak exercise (CPET) for heart rate (HR) (186.0±9.0 vs 180.0±12.6 bpm), VO2 (36.7±8.50 vs 36.9±6.40 mL/kg/min) and VE (54.2±16.3 vs 50.0±17.2 L/min). In the CON group, games 2 and 3 (Xbox) and game 3 (Nintendo) raised the HR to values similar (p>0.05) to the anaerobic threshold (AT - CPET), while in the CF group this occurred for games 2 (Xbox) and 3 (Nintendo). As for VO2 and VE, both groups obtained similar responses (p>0.05) to the AT in games 2 (Xbox) and 3 (Nintendo). There were no differences (p>0.05) between VG regarding the number of steps and the degree of effort/satisfaction. Conclusion: The use of specific VG was able to raise the cardiorespiratory response to levels similar to the anaerobic threshold, showing that VG may be an alternative for the training of healthy and CF individuals. |
publishDate |
2019 |
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