Introduction: Wushu Sanda is a mixed orientation combat sport in which athletes duel wearing red or black clothes. Despite its popularity, the knowledge about its technical and psychophysiological aspects are scarce. Objective: The aim of this study was to quantify the motor actions and the color bias and home advantage existence possibility in female matches from the 13 th World Wushu Championships, held in Indonesia, 2015. Material and methods: In an observational study were analyzed 46 matches involving 55 athletes. Each match was analyzed twice, and were considered 22 possible techniques (5 types of punches, 5 types of kicks and 12 different throws). All the motor actions were registered for each athlete, aside of match outcome, clothing color and continent of origin. Results: From all applied motor actions, 48.2% were punches, 46.9% were kicks and 4.8% were throws. Athletes applied 11±8.67 punches, 10.7±5.63 kicks and 1.1±1.6 throws per round. The number of throwing techniques applied on the first and second rounds was higher in winners (F=10.24, p=0.002 and F=7.82, p=0.006 respectively). No differences were found in motor behavior among distinct competitive phases (F(3;88)=1.87; p=0.140; η 2 p=0.06). Home advantage was observed supporting Asian athletes (χ 2 =10.12, p=0.038). Color bias was observed supporting athletes who wore red (χ 2 =8.52, p=0.004), which won a higher number of matches (65%). Conclusions: To the detriment of grappling actions (throws), female international level Wushu Sanda athletes predominantly used striking motor actions (punches and kicks). Winners applied a higher number of throws than losers. Home advantage was observed supporting Asian athletes. Color bias was observed supporting female athletes who wore red.
IntroduçãoVídeo games ativos, conhecidos como exergames (EXG), são aqueles nos quais os jogadores intera-gem com o jogo a partir de movimentos corporais amplos 1 . Por estimularem movimentações corporais semelhantes às de atividades físicas convencionais, os EXG vêm sendo utilizados como alternativa para aumentar a prática de atividades físicas em crianças, ResumoO objetivo do presente trabalho foi realizar revisão sistemática com metanálise dos estudos sobre efeitos fisiológicos da prática de exergames, a fim de compará-las quando realizadas de maneira convencional. As buscas foram realizadas nas bases eletrônicas: PubMed, Science Direct, Google Scholar e a revista Games For Health Journal, utilizando os seguintes descritores ou termos: "health video game" OR "active video game" AND "energy expenditure"; exergam* AND "physical activity"; exergam* AND comparison; exergam* compared to real; exergam* AND "real game"; exergam* AND "real sports". Para serem incluídos, além de serem originais, os artigos também deveriam comparar a realização das atividades convencionais igualmente efetivadas com exergame (EXG). Foram encontrados 2.928 estudos que abordaram a temática. Após avaliação por títulos, 13 artigos foram excluídos por serem duplicatas. No total foram lidos 20 resumos, no entanto, selecionamos apenas sete para entrar na revisão. Além disso, três estudos localizados nas listas de referências foram incluídos. Os estudos que passaram pelos filtros de análise acabaram submetidos à escala PEDro, para mensuração de qualidade metodológica. A metanálise apontou não haver diferença significativa, entre atividades com EXG e atividades convencionais, para frequência cardíaca (p = 0,248), percepção subjetiva de esforço (p = 0,295), gasto energético (p = 0,664) e consumo de oxigênio (p = 0,455). Desta maneira, conclui-se que não há diferença para as variáveis apresentadas em ambas as atividades propostas. Palavras-chaveMetanálise; Atividade motora; Jogos de vídeo; Metabolismo energético; Consumo de oxigênio. AbstractThe aim of this study was to perform a systematic review and metanalysis on the physiological effects of exergames practice compared to the same activities performed in a conventional manner. Therefore, a search was made in the databases PubMed, Science Direct, Google Scholar and Games For Health magazine using the following descriptors or terms "health video game" oR "active video game" AND "energy expenditure"; exergam * AND "physical activity"; exergam * AND comparison; exergam * Compared to real; exergam * AND "real game"; exergam * AND "real sports". To be included in the review, studies should be original articles and rely on activities performed with active videogames, namely exergames (EXG), which should be compared with the same conventional activities. An amount of 2928 studies were found. After title evaluation, 13 studies were excluded for duplication, lasting 20 titles. After abstract's evaluation, 7 titles were selected for entering this study. Besides, 3 other studies were found in reference lists...
<p><em>Objective: </em>To investigate the effects of the addition of a specific high-intensity intermittent training (HIIT) protocol to the habitual training on the physical fitness of amateur wushu sanda athletes. <em>Methods: </em>This is an experimental study in which 6 amateur regional level wushu sanda athletes (24.6±6.4 yrs, 1.70±0.1m height, and 71.3±7.3kg weight) underwent a 2 session/week training program for 4 weeks. The HIIT specific protocol was composed of 3 rounds of 2 minutes with 1-minute intervals in between, simulating a match duration. Each round was divided into 8 blocks of 15 seconds. Each block was composed of 5 seconds of high-intensity activities, 5 seconds of low-intensity activities and 5 seconds of pause. Countermovement jump, squat jump, horizontal jump, aerobic fitness (TKDtest) and kick speed test (FSOK) were applied.<em> Results:</em> Athletes presented performance increases in countermovement jump (from 41±5.7 to 47.3±7.3cm, <em>p</em>=0.007, <em>g</em>=0.88), horizontal jump (from 1.7±0.4 to 2.3±0.3cm, <em>p</em>=0.01, <em>g</em>=1.56) and in the FSOK test (from 19.8±1.7 to 23.0±2.5 kicks, <em>p</em>=0.003, <em>g</em>=1.38). The resting heart rate decreased (from 120±8.3 to 107±11.4 bpm, <em>p</em>=0.03, <em>g</em>=1.20) and the time to exhaustion increased (from 8.5±1.8 to 13.1±1.4 min, <em>p</em>=0.003, <em>g</em>=2.63), as well as the number of kicks (from 187±55.3 to 368±39.8 kicks,<em> p</em>=0.001, <em>g</em>=3.46). <em>Conclusion:</em><strong> </strong>Despite the small sample size, the large effect sizes found support the conclusion that<strong> </strong>the addition of a specific HIIT wushu sanda protocol to amateur athletes' training routine can lead to neuromuscular, aerobic and anaerobic performance improvements.</p>
<p><em>Introduction:</em> Wushu Sanda is a Chinese combat sport. <em>Objective:</em> To measure the time-motion structure of elite female wushu sanda athletes during the 13th World Wushu Championships in different weight divisions (light, middle, and heavy categories) and competition phases (eliminatory, quarterfinals, semifinals and finals). <em>Material and methods:</em> Fifty-five female athletes from 31 countries participated in 46 matches during the competition. All 46 matches, accounting 95 rounds, 35 in light, 25 in middle and 35 in heavyweight divisions, took part in the study. Matches were analyzed using the software Kinovea™. Each match was reproduced in slow motion (50%) twice; therefore, one athlete was observed each time to ensure that all activities would be registered, totalizing 92 observations (46 matches, 2 observations per match). We registered the time in observation, preparation, interaction, effort, pause, high-intensity and low-intensity activities. <em>Results:</em> Descriptive data showed an effort:pause ratio of 2.2:1, a high:low intensity efforts ratio of 1:1.3, and mean observation-preparation-interaction times of 4.5-1.2-4.2 seconds. When comparing by weight category, heavyweight categories had higher total fighting time per round than the light and middle categories. Also, heavyweight categories had longer preparation and interaction mean-time; and referee interruption time frequency, total and mean times than the light and middle categories. Total pause time was also higher for heavyweights. According to the competitive phase, semifinal matches had shorter observation times than eliminatory and final matches. Also, semifinal matches had lower low-intensity time than quarterfinals and finals. <em>Conclusions:</em> Wushu sanda is an intermittent combat sport, and female athletes present some time-motion differences according to weight division and competitive phase.</p>
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