Background: Anthropometric measurements frequently used in sports sciences and public health is to be informed about the body composition of individuals are simple, cheap, easy and reliable methods. Some of these measurements are body mass index (BMI), waist circumference and waist hip ratio (WHR) measurements. Aim: The aim of this study is to examine the BMI and WHR values of the individuals who exercise at least two days a weak in the gym in terms of age and gender by benefiting from anthropometric measurement methods. Methods: The study involved 528 volunteer individuals, including 72 men (13.6%) and 456 women (86.4%) between the ages of 18 and 65 who exercised in the gym at least two days a week in Malatya, Turkey. The mean age of the participants was 28.56±9.96, the height average was 1.65±.08 and the body weight average was 72.60±14.35. The heights of all participants were taken with a wall-mounted stadiometer (Holtain Ltd., England), their body weights were taken with an electronic scale (Seca, Germany), and their diameter-circumference measurements (hip, waist) were taken with a gullick meter. Results: According to the age variable of the research group, it was determined that there was a low, positive and linear relationship between BMI (r=,361; p<0.05) and WHR (r=,272; p<0.05), and this relationship was statistically significant. In addition, it was determined that there was a statistically significant difference between BMI and WHR averages depending on the gender variable (p<0.05). Conclusion: As a result, there is an increase in BMI and WHR with the progress of the age. Similarly, as a result of the increase of BMI, WHR is also increased. While the mean BMI is higher in women than in men, WHR is higher in men than in women. Keywords: Fitness, Exercise, Body mass index, Waist hip ratio
This research was constituted by taking advantage of the opinions of audiences and Twitter users about the Squid Game series, which has great repercussions in the world. Besides the fact that the content of the series consists of many remarkable details, it is also aimed to examine the effect of converting traditional children's games into a bloody image on the audience. In the interviews, the messages received by the audience from the series, the interpretation of the traditional children's games in the series, empathetic thinking, and the relationship of the audience with their families were discussed as reasons for watching Squid Game. The data obtained were transferred to the MAXQDA program and edited. The data used in the study were revealed in two stages. In the first step, sentiment analysis (attitudes, feelings, and evaluations) of 451,540 tweets between 10.17.2021 and 01.25.2022 collected from Twitter were conducted through MAXQDA software. Secondly, qualitative interviews were conducted with 13 participants who watched the Squid Game series, and the resulting transcriptions were edited and analyzed together with a field expert. Subsequently, all the emerging findings were interpreted aggregately. As a result, the tweets of Twitter users about Squid Game and most of the data collected during the interviews with 13 participants had similarities in parallel. The popularity of traditional children's games has increased thanks to this series, but with children and teenagers under the age of 18 watching uncontrollably violent scenes, the games of our childhood were combined with violence and transferred to real life. With the increasing prevalence of this situation, the display of the series has been banned in some countries. In addition, among the reasons for watching the series, the influence of social media and the multiplicity of tweets with positive sentiment content (131,359) because of the sentiment status analysis of Twitter users are noteworthy.
This review article aims to synthesize all the observational studies that examined the effects of video gaming on nutritional behaviors. In addition, it is aimed to draw the attention of field academicians and researchers to the issue related to video gaming and to shed light on future observational studies in the field of sports sciences. All peer-reviewed observational studies on the nutritional behaviors of video gamers have been systematically examined and collected. Playing video games or playing them for a long time can have significant consequences on the health of those who play. While interest in video games or online digital games is increasing rapidly, studies focusing on understanding the health risks and benefits associated with them are long overdue. There is a need to develop and evaluate preventive interventions that address the harms video games can cause. Similarly, there are gaps in the evidence on ways to encourage safe and healthy digital gaming among the ever-growing video gamer population. In order to develop evidence-based guidelines and intervention strategies that include nutritional behaviors, these gaps need to be filled with scientific research.<p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0955/a.php" alt="Hit counter" /></p>
Bu çalışmada PNF egzersizlerinin denge ve sıçrama performansına akut etkisinin belirlenmesi amaçlandı. Araştırmanın örneklem grubunu Spor Bilimleri öğrencileri 12 erkek (yaş: 20.83±1.11 yıl, Boy: 184.41±5.45 cm, Vücut ağırlığı: 72.16±8.03 kg), 12 kadın (yaş: 19.83±0.71yıl, Boy: 168.00±7.95cm, Vücut ağırlığı: 58.66±5.24kg) toplam 24 katılımcı oluşturdu. Katılımcılara 5 dakika hafif tempo koşu ve Proprioseptif Nöromusküler Fasilitasyon (PNF) egzersizi uygulandı ve sonrasında dikey sıçrama performansı için CMJ (Countermovement Jump) testi ve SJ (Squad Jump) testi denge performansını belirlemek için statik ve dinamik denge testi uygulandı. Elde edilen verileri değerlendirmesinde SPSS 25 istatistik paket programı kullanıldı. Değerlendirme sonucuna göre kadın voleybolcuların CMJ ve SJ değerlerinin grup içi karşılaştırmalarında p
Bu çalışmanın amacı, futbolcu çocuklara uygulanan 8 haftalık terabant egzersizlerine performans yanıtlarının incelenmesidir. Çalışmanın örneklemini Bingöl ilinde aktif olarak futbol oynayan 14 çocuk gönüllü olarak oluşturmuştur. Çalışma 1 deney ve 1 kontrol grubundan oluşmaktadır. Deney grubuna haftalık 7 saat ve üzeri (4-5 birim) olmak üzere 8 hafta boyunca terabant egzersizi ve futbol antrenmanı (n=7, yaş: 14,00±0,81 yıl, boy uzunluğu: 162,15±0,07 cm, vücut ağırlığı: 47,74±4,40 kg ), kontrol grubuna ise (n=7, yaş: 15,14±0,82 yıl, boy uzunluğu: 166±0,06 cm, vücut ağırlığı: 49,02±3,18 kg ) 8 hafta boyunca sadece futbol antrenmanı uygulanmıştır. Çalışmaya katılan futbolcu çocuklar 2 gruba randomize atanmıştır. Çocukların performans farklarını incelemek amacıyla her iki gruba da ön-test ve son-test olmak üzere antropometrik ölçümler, mekik, esneklik, 20 metre sürat, durarak uzun atlama, arrowhead çeviklik ve dinamik denge (Y testi) testleri uygulanmıştır. Gruplar arası, grup içi ve antrenmanın etkisine ilişkin analizler tekrarlı ölçümlerde çok yönlü varyans analizi (MANOVA) ile yapılmıştır. Anlamlı olan değerlerde Post Hoc karşılaştırmaları Bonferroni Testi ile belirlenmiştir. Çalışma sonucunda grupların performans sonuçları incelendiğinde deney grubunun grup içi ön test-son test sonucunda durarak uzun atlama, mekik, esneklik, arrowhead çeviklik ve 20 m sürat değerlerinde p<0.05 düzeyinde istatistiki farklılıklara rastlanmıştır. Gruplar arası karşılaştırmasında mekik, esneklik, arrowhead çeviklik ve 20 m sürat değerlerinde p<0.05 düzeyinde istatistiki olarak anlamlı farklılık bulunmuştur. Sonuç olarak; futbolcu çocuklarda terabant egzersizlerinin mekik, esneklik, çeviklik ve sürat üzerine olumlu etkileri olduğu düşünülmektedir. Çalışmamızda denge ve uzun atlama değerlerinde yüzdesel değer olarak bir gelişme gözlemlenmiştir. Bu gelişmenin istatistiki olarak ortaya çıkması için antrenman normlarını arttırmak gerektiği söylenebilir. Ayrıca; çalışmanın farklı branşlarda ve farklı cinsiyetteki sporcular üzerinde de uygulanması önerilmektedir.
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