Comportamento do duplo produto em diferentes jogos do Nintendo Wii®
Autor(a) principal: | |
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Data de Publicação: | 2015 |
Tipo de documento: | Trabalho de conclusão de curso |
Idioma: | por |
Título da fonte: | Repositório Institucional da UFRN |
Texto Completo: | https://repositorio.ufrn.br/handle/123456789/34132 |
Resumo: | Introduction: Analysis of physiological responses during physical activity normally used as a parameter heart rate and blood pressure, however, the joint observation of these two variables, known as Rate-Pressure Product (RPP), can be used as a reliable parameter for prescribing and monitoring of the physical exercise by diverse populations, including the pediatric population. Objective: To evaluate the Rate-Pressure Product behavior of children in different games from Nintendo Wii®. Methods: Children aged 8-12 years, of both sexes, considered apparently healthy, were invited to participate. To select the sample were carried out school visits and children classified according to the following inclusion criteria were scheduled individually to a test with a virtual system held at the school clinic of physiotherapy of the Faculty of Health Sciences Trairi (UFRN / FACISA). In this test the children were instructed to use a virtual system represented by the video game Nintendo wii®. The test was performed in 21 minutes and were applied three sets with equal distribution of time between them, bicycle game - island cycling, free run - free run, and the racing run with obstacle – obstacle course. Vital signs were collected with a frequencymeter and a sphygmomanometer, at rest during the breaks between games and after 5 minutes of the end of the intervention. Statistical analysis: The collected data were stored in the Statistical Package for Social Sciences for Personal Computer (SPSS-PC) version 17 and grouped according to the variables studied. As the sample size is relatively small, it has become impossible to test the assumption of normality of the variables, we were soon used the nonparametric test Willcoxon to compare averages. Results: Between May and September 2013 were evaluated 22 children with a mean age of 10 years, with 16 girls. All three games alter the RPP compared to the rest RPP, and the freerun game was the most changed the RPP. Conclusion: The bodily movement performed during the Nintendo Wii® games may have contributed to the increase in RPP because the freerun, allowing greater interaction between body and video game player, was the game that changed over the RPP when compared with the restand other games. This can corroborate as an important tool for a children's cardiac rehabilitation program. |
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Silva, Yuri MedeirosFonseca Filho, Gentil GomesMelo, Egmar Longo Araújo dePereira, Silvana Alves2015-12-14T19:43:15Z2021-09-20T11:20:24Z2015-10-232010075242SILVA, Yuri Medeiros. Comportamento do duplo produto em diferentes jogos do Nintendo Wii®. 2015. 23 f. Artigo Científico (Graduação em Fisioterapia) - Faculdade de Ciências da Saúde do Trairi, Universidade Federal do Rio Grande do Norte, Santa Cruz, 2015.https://repositorio.ufrn.br/handle/123456789/34132Introduction: Analysis of physiological responses during physical activity normally used as a parameter heart rate and blood pressure, however, the joint observation of these two variables, known as Rate-Pressure Product (RPP), can be used as a reliable parameter for prescribing and monitoring of the physical exercise by diverse populations, including the pediatric population. Objective: To evaluate the Rate-Pressure Product behavior of children in different games from Nintendo Wii®. Methods: Children aged 8-12 years, of both sexes, considered apparently healthy, were invited to participate. To select the sample were carried out school visits and children classified according to the following inclusion criteria were scheduled individually to a test with a virtual system held at the school clinic of physiotherapy of the Faculty of Health Sciences Trairi (UFRN / FACISA). In this test the children were instructed to use a virtual system represented by the video game Nintendo wii®. The test was performed in 21 minutes and were applied three sets with equal distribution of time between them, bicycle game - island cycling, free run - free run, and the racing run with obstacle – obstacle course. Vital signs were collected with a frequencymeter and a sphygmomanometer, at rest during the breaks between games and after 5 minutes of the end of the intervention. Statistical analysis: The collected data were stored in the Statistical Package for Social Sciences for Personal Computer (SPSS-PC) version 17 and grouped according to the variables studied. As the sample size is relatively small, it has become impossible to test the assumption of normality of the variables, we were soon used the nonparametric test Willcoxon to compare averages. Results: Between May and September 2013 were evaluated 22 children with a mean age of 10 years, with 16 girls. All three games alter the RPP compared to the rest RPP, and the freerun game was the most changed the RPP. Conclusion: The bodily movement performed during the Nintendo Wii® games may have contributed to the increase in RPP because the freerun, allowing greater interaction between body and video game player, was the game that changed over the RPP when compared with the restand other games. This can corroborate as an important tool for a children's cardiac rehabilitation program.Introdução: A análise das respostas fisiológicas durante a atividade física usa normalmente como parâmetro a frequência cardíaca e a pressão arterial, entretanto, a observação conjunta dessas duas variáveis, conhecida como Duplo Produto (DP), pode ser utilizada como um parâmetro seguro para a prescrição e o acompanhamento da prática de exercícios físicos por diversas populações, inclusive a população infantil. Objetivo: Avaliar o comportamento do duplo produto de crianças em diferentes jogos do Nintendo Wii®. Métodos: Crianças entre 8 a 12 anos, de ambos os sexos, consideradas aparentemente saudáveis, foram convidadas a participar do estudo. Para seleção da amostra foram realizadas visitas escolares e as crianças classificadas de acordo com os critérios de inclusão foram agendadas individualmente para o teste realizado na clínica escola de fisioterapia da Faculdade de Ciências de Saúde do Trairi (UFRN/FACISA). Neste teste as crianças eram instruídas a usar um sistema virtual representado pelo vídeo game da marca Nintendo wii®. O teste foi realizado em 21 minutos e foram aplicados três jogos, com distribuição igual de tempos entre eles, jogo de bicicleta – island cycling, jogo de corrida freerun, e o jogo de corrida com obstáculos obstacle course. Os sinais vitais foram coletados com um frequencímetro e um esfigmomanômetro, em repouso, durante os intervalos entre os jogos e após 5 minutos do final da intervenção. Análise Estatística: Os dados coletados foram arquivados no Statistical Package for Social Sciencies for Personal Computer (SPSS-PC) versão 17 e agrupados de acordo com as variáveis estudadas. Como o tamanho da amostra é relativamente pequeno, tornou-se inviável testar a suposição de normalidade das variáveis, logo foi utilizado o teste não paramétrico de Willcoxon para comparação entre médias. Resultados: Entre maio a setembro de 2013, foram avaliadas 22 crianças, com média de idade de 10 anos, sendo 16 meninas. Todos os três jogos alteram o DP quando comparado com o DP de repouso e o jogo de corrida livre - freerun foi o que mais alterou o DP. Conclusão: O movimento corporal realizado durante os jogos do Nintendo Wii® pode ter contribuído para o aumento do DP, pois o jogo de corrida livre - freerun, que permite uma maior interação corporal entre vídeo game e jogador, foi o jogo que mais modificou o DP quando comparado com o repouso e outros jogos. Isso pode corroborar como uma importante ferramenta para um programa de reabilitação cardíaca infantil.2018-01-01Universidade Federal do Rio Grande do NorteUFRNBrasilFisioterapiafrequência cardíaca;pressão arterial;criança;terapia de Exposição à Realidade Virtual;modalidades de Fisioterapia;Ciências da SaúdeComportamento do duplo produto em diferentes jogos do Nintendo Wii®Rate-Pressure Product behavior in different games from Nintendo Wii®info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/embargoedAccessporreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNTEXTComportamentodoProdutoDiferentes_Silva_2015.pdf.txtExtracted texttext/plain23994https://repositorio.ufrn.br/bitstream/123456789/34132/1/ComportamentodoProdutoDiferentes_Silva_2015.pdf.txtd20afbbc0e6622ef28867d7604cd00ffMD51LICENSElicense.txttext/plain756https://repositorio.ufrn.br/bitstream/123456789/34132/2/license.txta80a9cda2756d355b388cc443c3d8a43MD52ORIGINALComportamentodoProdutoDiferentes_Silva_2015.pdfArtigoapplication/pdf529298https://repositorio.ufrn.br/bitstream/123456789/34132/3/ComportamentodoProdutoDiferentes_Silva_2015.pdfd8837a09918b4873814526283fd8405aMD53123456789/341322024-03-19 01:07:06.582oai:https://repositorio.ufrn.br:123456789/34132PGNlbnRlcj48c3Ryb25nPlVOSVZFUlNJREFERSBGRURFUkFMIERPIFJJTyBHUkFOREUgRE8gTk9SVEU8L3N0cm9uZz48L2NlbnRlcj4KPGNlbnRlcj48c3Ryb25nPkJJQkxJT1RFQ0EgRElHSVRBTCBERSBNT05PR1JBRklBUzwvc3Ryb25nPjwvY2VudGVyPgoKPGNlbnRlcj5UZXJtbyBkZSBBdXRvcml6YcOnw6NvIHBhcmEgZGlzcG9uaWJpbGl6YcOnw6NvIGRlIE1vbm9ncmFmaWFzIGRlIEdyYWR1YcOnw6NvIGUgRXNwZWNpYWxpemHDp8OjbyBuYSBCaWJsaW90ZWNhIERpZ2l0YWwgZGUgTW9ub2dyYWZpYXMgKEJETSk8L2NlbnRlcj4KCk5hIHF1YWxpZGFkZSBkZSB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvciBkYSBtb25vZ3JhZmlhLCBhdXRvcml6byBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRvIFJpbyBHcmFuZGUgZG8gTm9ydGUgKFVGUk4pIGEgZGlzcG9uaWJpbGl6YXIgYXRyYXbDqXMgZGEgQmlibGlvdGVjYSBEaWdpdGFsIGRlIE1vbm9ncmFmaWFzIGRhIFVGUk4sIHNlbSByZXNzYXJjaW1lbnRvIGRvcyBkaXJlaXRvcyBhdXRvcmFpcywgZGUgYWNvcmRvIGNvbSBhIExlaSBuwrAgOTYxMC85OCwgbyB0ZXh0byBpbnRlZ3JhbCBkYSBvYnJhIHN1Ym1ldGlkYSBwYXJhIGZpbnMgZGUgbGVpdHVyYSwgaW1wcmVzc8OjbyBlL291IGRvd25sb2FkLCBhIHTDrXR1bG8gZGUgZGl2dWxnYcOnw6NvIGRhIHByb2R1w6fDo28gY2llbnTDrWZpY2EgYnJhc2lsZWlyYSwgYSBwYXJ0aXIgZGEgZGF0YSBkZXN0YSBzdWJtaXNzw6NvLiAKRepositório de PublicaçõesPUBhttp://repositorio.ufrn.br/oai/opendoar:2024-03-19T04:07:06Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false |
dc.title.pr_BR.fl_str_mv |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
dc.title.alternative.pr_BR.fl_str_mv |
Rate-Pressure Product behavior in different games from Nintendo Wii® |
title |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
spellingShingle |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® Silva, Yuri Medeiros frequência cardíaca; pressão arterial; criança; terapia de Exposição à Realidade Virtual; modalidades de Fisioterapia; Ciências da Saúde |
title_short |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
title_full |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
title_fullStr |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
title_full_unstemmed |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
title_sort |
Comportamento do duplo produto em diferentes jogos do Nintendo Wii® |
author |
Silva, Yuri Medeiros |
author_facet |
Silva, Yuri Medeiros |
author_role |
author |
dc.contributor.referees1.none.fl_str_mv |
Fonseca Filho, Gentil Gomes |
dc.contributor.referees2.none.fl_str_mv |
Melo, Egmar Longo Araújo de |
dc.contributor.author.fl_str_mv |
Silva, Yuri Medeiros |
dc.contributor.advisor1.fl_str_mv |
Pereira, Silvana Alves |
contributor_str_mv |
Pereira, Silvana Alves |
dc.subject.pr_BR.fl_str_mv |
frequência cardíaca; pressão arterial; criança; terapia de Exposição à Realidade Virtual; modalidades de Fisioterapia; |
topic |
frequência cardíaca; pressão arterial; criança; terapia de Exposição à Realidade Virtual; modalidades de Fisioterapia; Ciências da Saúde |
dc.subject.cnpq.fl_str_mv |
Ciências da Saúde |
description |
Introduction: Analysis of physiological responses during physical activity normally used as a parameter heart rate and blood pressure, however, the joint observation of these two variables, known as Rate-Pressure Product (RPP), can be used as a reliable parameter for prescribing and monitoring of the physical exercise by diverse populations, including the pediatric population. Objective: To evaluate the Rate-Pressure Product behavior of children in different games from Nintendo Wii®. Methods: Children aged 8-12 years, of both sexes, considered apparently healthy, were invited to participate. To select the sample were carried out school visits and children classified according to the following inclusion criteria were scheduled individually to a test with a virtual system held at the school clinic of physiotherapy of the Faculty of Health Sciences Trairi (UFRN / FACISA). In this test the children were instructed to use a virtual system represented by the video game Nintendo wii®. The test was performed in 21 minutes and were applied three sets with equal distribution of time between them, bicycle game - island cycling, free run - free run, and the racing run with obstacle – obstacle course. Vital signs were collected with a frequencymeter and a sphygmomanometer, at rest during the breaks between games and after 5 minutes of the end of the intervention. Statistical analysis: The collected data were stored in the Statistical Package for Social Sciences for Personal Computer (SPSS-PC) version 17 and grouped according to the variables studied. As the sample size is relatively small, it has become impossible to test the assumption of normality of the variables, we were soon used the nonparametric test Willcoxon to compare averages. Results: Between May and September 2013 were evaluated 22 children with a mean age of 10 years, with 16 girls. All three games alter the RPP compared to the rest RPP, and the freerun game was the most changed the RPP. Conclusion: The bodily movement performed during the Nintendo Wii® games may have contributed to the increase in RPP because the freerun, allowing greater interaction between body and video game player, was the game that changed over the RPP when compared with the restand other games. This can corroborate as an important tool for a children's cardiac rehabilitation program. |
publishDate |
2015 |
dc.date.accessioned.fl_str_mv |
2015-12-14T19:43:15Z 2021-09-20T11:20:24Z |
dc.date.issued.fl_str_mv |
2015-10-23 |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/bachelorThesis |
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bachelorThesis |
status_str |
publishedVersion |
dc.identifier.pr_BR.fl_str_mv |
2010075242 |
dc.identifier.citation.fl_str_mv |
SILVA, Yuri Medeiros. Comportamento do duplo produto em diferentes jogos do Nintendo Wii®. 2015. 23 f. Artigo Científico (Graduação em Fisioterapia) - Faculdade de Ciências da Saúde do Trairi, Universidade Federal do Rio Grande do Norte, Santa Cruz, 2015. |
dc.identifier.uri.fl_str_mv |
https://repositorio.ufrn.br/handle/123456789/34132 |
identifier_str_mv |
2010075242 SILVA, Yuri Medeiros. Comportamento do duplo produto em diferentes jogos do Nintendo Wii®. 2015. 23 f. Artigo Científico (Graduação em Fisioterapia) - Faculdade de Ciências da Saúde do Trairi, Universidade Federal do Rio Grande do Norte, Santa Cruz, 2015. |
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Brasil |
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Universidade Federal do Rio Grande do Norte |
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