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Abstract Details

Abstract Title

Vídeo game: an effective propose to increments functional fitness at institutionalized obese older people

Abstract Theme

Physical activity and health

Type Presentation

Poster

Abstract Authors

Presenter Ariana Aline da Silva - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Iago Gomes da Silva - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Angélica Castilho Alonso - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Mauro Sérgio Perilhão - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Lilian Luiz da Silva Alves - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Roberta Lukseviciu Rica - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Aylton Figueira Junior - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Maria Luiz de Jesus Miranda - São Judas Tadeu University (Translational Physiology Laboratory) - BR
Danilo Sales Bocalini - São Judas Tadeu University (Translational Physiology Laboratory) - BR

Presentation Details

Poster Exhibition Site (Local): Yellow - 41        Date: 1 September        Time: 8am to 7pm        Presenter: Ariana Silva

Abstract Resume

Background: Inactivity life style is the most important risk factor to chronic diseases and a progressive disability to maintain the activities of daily living especially on
institutionalized obese older people. Thus, the physical activity is critical point to enhancement physical autonomy, however, the effects of video game- based exercise still unclear. Thus, the aim of
this study was evaluated the effect of three months of video game- based exercise on institutionalized obese older people.


Methods: 50 institutionalized older women were distributed in two groups: control (C, n: 25), video game based exercise (VGE, n: 25). All participants played the Kinect (X-box) games
for three times to 60-minute sessions per week for twelve week at 75% of maximum heart rate. The following parameters were evaluated: body composition, the functional capacity by chair stand (CS), arm
flexion (AF), up-and-go (UG), balance (B), time to walk 800 meters (TW), flexibility (F) and self-reported quality of life of quality of life and depression status. The difference between parameters
were analyzed by ANOVA (one-way), followed by Tukey test with significance by p <0.05.


Results: no differences were found on body composition. All parameters of functional fitness improve (p<0.01) just on VGE (AF: 19  4; CS: 214%; UG: -67%  2; F: 19  2%; B: 24  3;
TW: -55  2%). No difference were found to C group. All domains, including physical (C: 2 ± 12 vs. VG: 18 ± 7% improvement), psychological (C: 1 ± 91 vs. VG: 19 ± 10 % improvement), social (C: 1 ± 11
vs. VG: 18 ± 10 % improvement) and environmental (C: 6 ± 10 vs. VG: 16 ± 6 % improvement), were significantly improved in the VG group (p < 0.001) in comparison to the C group. The video game program
resulted in significant reduction of depression score for VG (before: 17  3; after: 11  2) group. No difference were found at C (before: 17  3; after: 18  3).


Conclusions: our data suggest that the video game based exercise practice is favorable to promote improvements on functional fitness, quality of life and depression status parameters
in institutionalized obese older people. Moreover, no influence of exercise program were observed to body composition.


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