Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos

Detalhes bibliográficos
Autor(a) principal: Silva Júnior, Jorge Luiz Andrade da
Data de Publicação: 2019
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca de teses e dissertações da Universidade de Passo Fundo (BDTD UPF)
Texto Completo: http://tede.upf.br:8080/jspui/handle/tede/1865
Resumo: In the process of human ageing there is a decline in functional capacity, the skills needed for the individual to perform the tasks of daily living independently. Among the strategies adopted to reduce the effects of this loss there is the regular practice of physical exercise, which has a low adherence by the elderly population. The lack of motivation is one of the most pointed aspects. In this perspective, current interactive technological innovations have been used as motivational resources, such as exergames. Such games act as a virtual mirror, capturing the player's body movements and transmitting them virtually on a TV, as well as providing performance feedback in performing the exercise. The general goal of this research was to evaluate the effects of the practice of exergame in pairs on the adhrence to the physical exercise and functional capacity of the elderly. The specific goals were: i) to compare the adherence of the elderly to the physical exercise pre and post intervention with the exame practice individually and in pairs; ii) to evaluate the functional capacity of the elderly before and after the intervention with the exame practice individually and in pairs; iii) to attend in the design of exergame. The research was organized in seven stages: game design, game design, pre-intervention, intervention, postintervention, information analysis and game making. The user tests were conducted through a non-randomized clinical trial, which involved elderly people aged 20-60 years and over. The participants, CAMTI’s members (Senior Caixeral Campestre) belonging to the Caixeral Campestre Club of Passo Fundo / RS, were divided into two groups: Group in Pairs (GP) and Group in Individual (GI). The interventions provided 21 sessions twice a week in total. The exergame used for intervention was a bowling game, Virtual Bowling, developed with the Xbox Kinect platform. The results demonstrate that both groups presented statistically significant results for functional capacity. However, in the comparison between the groups there was no significant difference. In adhering to physical exercise, both groups presented interest in playing together, therefore the social presence in the game helps to solve their problems. These results prove that the effects of exergame are effective in improving functional capacity and adherence to physical exercise of the elderly. The Virtual Bowling exergame, specific goal iii, was developed in partnership with the Computer Science course of the University of Passo Fundo. All results will be present in the form of a scientific production that will be submitted later in a academic periodic in the ageing area.
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spelling De Marchi, Ana Carolina Bertoletti02802030043http://lattes.cnpq.br/659738275510030702802030043http://lattes.cnpq.br/6597382755100307Silva Júnior, Jorge Luiz Andrade da2019-12-14T00:56:57Z2019-08-13SILVA JÚNIOR, Jorge Luiz Andrade da. Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos. 2019. 94 f. Dissertação (Mestrado em Envelhecimento Humano) - Universidade de Passo Fundo, Passo Fundo, RS, 2019.http://tede.upf.br:8080/jspui/handle/tede/1865In the process of human ageing there is a decline in functional capacity, the skills needed for the individual to perform the tasks of daily living independently. Among the strategies adopted to reduce the effects of this loss there is the regular practice of physical exercise, which has a low adherence by the elderly population. The lack of motivation is one of the most pointed aspects. In this perspective, current interactive technological innovations have been used as motivational resources, such as exergames. Such games act as a virtual mirror, capturing the player's body movements and transmitting them virtually on a TV, as well as providing performance feedback in performing the exercise. The general goal of this research was to evaluate the effects of the practice of exergame in pairs on the adhrence to the physical exercise and functional capacity of the elderly. The specific goals were: i) to compare the adherence of the elderly to the physical exercise pre and post intervention with the exame practice individually and in pairs; ii) to evaluate the functional capacity of the elderly before and after the intervention with the exame practice individually and in pairs; iii) to attend in the design of exergame. The research was organized in seven stages: game design, game design, pre-intervention, intervention, postintervention, information analysis and game making. The user tests were conducted through a non-randomized clinical trial, which involved elderly people aged 20-60 years and over. The participants, CAMTI’s members (Senior Caixeral Campestre) belonging to the Caixeral Campestre Club of Passo Fundo / RS, were divided into two groups: Group in Pairs (GP) and Group in Individual (GI). The interventions provided 21 sessions twice a week in total. The exergame used for intervention was a bowling game, Virtual Bowling, developed with the Xbox Kinect platform. The results demonstrate that both groups presented statistically significant results for functional capacity. However, in the comparison between the groups there was no significant difference. In adhering to physical exercise, both groups presented interest in playing together, therefore the social presence in the game helps to solve their problems. These results prove that the effects of exergame are effective in improving functional capacity and adherence to physical exercise of the elderly. The Virtual Bowling exergame, specific goal iii, was developed in partnership with the Computer Science course of the University of Passo Fundo. All results will be present in the form of a scientific production that will be submitted later in a academic periodic in the ageing area.No processo de envelhecimento humano há um declínio da capacidade funcional, habilidade necessária para que o indivíduo realize as tarefas da vida diária de forma independente. Entre as estratégias adotadas para reduzir os efeitos desta perda, encontra-se a prática regular de exercícios físicos, que apresenta uma baixa adesão por parte da população idosa. A falta de motivação é um dos aspectos mais apontados. Nesta perspectiva, as inovações tecnológicas interativas atuais vêm sendo utilizadas como recursos motivacionais, como, por exemplo, os exergames. Tais jogos funcionam como um espelho virtual, captando os movimentos corporais do jogador e transmitindo-os virtualmente em uma TV, além de fornecerem o feedback do desempenho na execução do exercício. Esta pesquisa teve como objetivo geral avaliar os efeitos da prática de exergame em dupla na adesão ao exercício físico e na capacidade funcional de idosos. Os objetivos específicos foram: i) comparar a adesão dos idosos ao exercício físico pré e pós-intervenção com a prática de exergame individual e em dupla; ii) avaliar a capacidade funcional dos idosos pré e pós-intervenção com a prática de exergame individual e em dupla; iii) auxiliar na concepção do exergame. A pesquisa foi organizada em sete etapas, a saber: concepção do jogo, elaboração do jogo, pré-intervenção, intervenção, pós-intervenção, análise das informações e evolução do jogo. Os testes com usuários foram conduzidos por meio de um ensaio clínico não randomizado, que contou com 20 idosos de 60 anos ou mais. Os participantes, membros do CAMTI (Caixeral Campestre Terceira Idade) pertencente ao Clube Caixeral Campestre de Passo Fundo/RS, foram divididos em dois grupos: Grupo em Dupla (GD) e Grupo Individual (GI). As intervenções foram realizadas duas vezes por semana totalizando 21 sessões. O exergame utilizado para intervenção foi um jogo de boliche, o Boliche Virtual, desenvolvido com a plataforma Xbox Kinect. Os resultados demonstram que ambos os grupos apresentaram resultados estatisticamente significativos para a capacidade funcional. Contudo, na comparação entre os grupos não houve diferença significativa. Na adesão ao exercício físico, ambos os grupos mostraram o interesse de jogar em conjunto, pois a presença social no jogo ajuda a solucionar seus problemas. Tais resultados comprovam que os efeitos do exergame são eficazes na melhora da capacidade funcional e na adesão ao exercício físico do idoso. O exergame Boliche Virtual, objetivo específico iii, foi desenvolvido em parceria com o curso de Ciência da Computação da Universidade de Passo Fundo. Todos os resultados serão apresentados na forma de uma produção científica que será submetida posteriormente a um periódico da área.Submitted by Aline Rezende (alinerezende@upf.br) on 2019-12-14T00:56:57Z No. of bitstreams: 1 2019JorgeLuizAndradedaSilvaJunior.pdf: 1799397 bytes, checksum: 88a253ec9e6c2970a5086e35088074d7 (MD5)Made available in DSpace on 2019-12-14T00:56:57Z (GMT). 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dc.title.por.fl_str_mv Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
dc.title.alternative.eng.fl_str_mv Individual x double exergame practice: effects on exercise adherence and functional capacity of the elderly
title Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
spellingShingle Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
Silva Júnior, Jorge Luiz Andrade da
Envelhecimento
Idosos
Exercícios físicos para idosos
Exercícios físicos
Vídeo games
Capacidade motora
SAUDE COLETIVA::SAUDE PUBLICA
title_short Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
title_full Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
title_fullStr Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
title_full_unstemmed Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
title_sort Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos
author Silva Júnior, Jorge Luiz Andrade da
author_facet Silva Júnior, Jorge Luiz Andrade da
author_role author
dc.contributor.advisor1.fl_str_mv De Marchi, Ana Carolina Bertoletti
dc.contributor.advisor1ID.fl_str_mv 02802030043
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/6597382755100307
dc.contributor.authorID.fl_str_mv 02802030043
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/6597382755100307
dc.contributor.author.fl_str_mv Silva Júnior, Jorge Luiz Andrade da
contributor_str_mv De Marchi, Ana Carolina Bertoletti
dc.subject.por.fl_str_mv Envelhecimento
Idosos
Exercícios físicos para idosos
Exercícios físicos
Vídeo games
Capacidade motora
topic Envelhecimento
Idosos
Exercícios físicos para idosos
Exercícios físicos
Vídeo games
Capacidade motora
SAUDE COLETIVA::SAUDE PUBLICA
dc.subject.cnpq.fl_str_mv SAUDE COLETIVA::SAUDE PUBLICA
description In the process of human ageing there is a decline in functional capacity, the skills needed for the individual to perform the tasks of daily living independently. Among the strategies adopted to reduce the effects of this loss there is the regular practice of physical exercise, which has a low adherence by the elderly population. The lack of motivation is one of the most pointed aspects. In this perspective, current interactive technological innovations have been used as motivational resources, such as exergames. Such games act as a virtual mirror, capturing the player's body movements and transmitting them virtually on a TV, as well as providing performance feedback in performing the exercise. The general goal of this research was to evaluate the effects of the practice of exergame in pairs on the adhrence to the physical exercise and functional capacity of the elderly. The specific goals were: i) to compare the adherence of the elderly to the physical exercise pre and post intervention with the exame practice individually and in pairs; ii) to evaluate the functional capacity of the elderly before and after the intervention with the exame practice individually and in pairs; iii) to attend in the design of exergame. The research was organized in seven stages: game design, game design, pre-intervention, intervention, postintervention, information analysis and game making. The user tests were conducted through a non-randomized clinical trial, which involved elderly people aged 20-60 years and over. The participants, CAMTI’s members (Senior Caixeral Campestre) belonging to the Caixeral Campestre Club of Passo Fundo / RS, were divided into two groups: Group in Pairs (GP) and Group in Individual (GI). The interventions provided 21 sessions twice a week in total. The exergame used for intervention was a bowling game, Virtual Bowling, developed with the Xbox Kinect platform. The results demonstrate that both groups presented statistically significant results for functional capacity. However, in the comparison between the groups there was no significant difference. In adhering to physical exercise, both groups presented interest in playing together, therefore the social presence in the game helps to solve their problems. These results prove that the effects of exergame are effective in improving functional capacity and adherence to physical exercise of the elderly. The Virtual Bowling exergame, specific goal iii, was developed in partnership with the Computer Science course of the University of Passo Fundo. All results will be present in the form of a scientific production that will be submitted later in a academic periodic in the ageing area.
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-12-14T00:56:57Z
dc.date.issued.fl_str_mv 2019-08-13
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.citation.fl_str_mv SILVA JÚNIOR, Jorge Luiz Andrade da. Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos. 2019. 94 f. Dissertação (Mestrado em Envelhecimento Humano) - Universidade de Passo Fundo, Passo Fundo, RS, 2019.
dc.identifier.uri.fl_str_mv http://tede.upf.br:8080/jspui/handle/tede/1865
identifier_str_mv SILVA JÚNIOR, Jorge Luiz Andrade da. Prática de exergame em dupla x individual: efeitos na adesão ao exercício físico e na capacidade funcional de idosos. 2019. 94 f. Dissertação (Mestrado em Envelhecimento Humano) - Universidade de Passo Fundo, Passo Fundo, RS, 2019.
url http://tede.upf.br:8080/jspui/handle/tede/1865
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dc.publisher.initials.fl_str_mv UPF
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dc.publisher.department.fl_str_mv Faculdade de Educação Física e Fisioterapia – FEFF
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