The aim of this study was to determine the energy demand of one session of active video game (AVG) and its potential to reduce blood pressure (BP). Fourteen hypertensive (56.4±7.5 years) individuals performed sessions of AVG, a traditional sedentary video game sessions (SVG) and walking (WAL), as negative and positive controls, in a randomly determined order. Oxygen consumption and energy expenditure (EE) were measured during sessions. BP and cardiac autonomic modulation (CAM) were measured at rest and every 15 minutes of a 60-minute period of recovery from activities. A rating of enjoyment scale was also applied. AVG and WAL resulted in higher oxygen consumption (10.0±0.5 ml/kg/min and 16.6±3.1 ml/kg/min, respectively) and EE (3.5±0.2 kcal/min and 4.2±0.5 kcal/min) compared to 4.1±0.8 ml/kg/min and 1.4±0.1 kcal/min in SVG. A reduction in systolic and diastolic BP was evident following AVG sessions (-11.6±2.5 mmHg and -8.7±2.5 mmHg) and WAL (-10.8±2.8 mmHg and -8.6±2.3 mmHg) compared to pre-experiment value, and the same did not occur in SVG. All sessions promoted a feeling of enjoyment, with no difference between them. The parasympathetic activity was significantly lower at 30 and 45 minutes in post-WAL recovery (34.6±15.0 ms2 and 34.4±16.0 ms2) in the frequency domain (HF) in relation to both AVG (195.5±67.0 ms2 and 164.5±55.0 ms2) and the SVG (158.9±45.0 and 281.3±98.0 ms2). It is concluded that an AVG session promotes increased metabolic activity and is able to promote acute reduction of BP in hypertensive individuals similar to traditional walking exercise.
This study aimed to verify the association between the genotypic of the receptor gene activated by peroxisome proliferators gamma 2 (PPARy2) and the body composition and the specific indicators of adiposity in practitioners physical exercises, considering nutritional intake, age, and training load as influencing factors. It was conducted a cross-sectional study with 335 adults (47.9 ± 12.7 years, 138 men, body mass index/BMI = 27.0 ± 4.9 kg/m2), practitioners of aerobic exercises in cyclical modalities (running, walking and/or cycling, who spent 328.3 ± 193.6 kcal/day on physical training). The genotyping of the Pro12Ala polymorphism was performed using the PCR-RFLP technique and the body composition measured by bioimpedance (InBody 720). Energy expenditure was based on the compendium of physical activities and caloric intake was measured by 24 h recall questionnaire. The higher prevalence was for the Pro/Pro genotype (76.1% vs. 23.9% of Pro/Ala). Pro/Pro genotypic group showed significant higher mean values for body mass (BM) (p < 0.03 for men and p < 0.02 for women) and BMI (p < 0.00 for men and p < 0.02 for women) and %FAT (p < 0.00), waist-hip ratio (WHR) (p < 0.04), and visceral fat (VF) (p < 0.00) only in men compared to Pro/Ala. Higher frequency of Pro/Pro was observed in the category indicating BMI (p < 0.00 for men and p < 0.03 for women), WRH (p < 0.03 for men and p < 0.00 for women), and %FAT (p < 0.03) (in the latter case, only among men. It was also observed that the frequency of distribution of Pro/Ala in the eutrophic category of the BMI remained independent of all influencers, while WHR and %FAT were independent of the training load, but influenced by nutritional intake and age. In women, the frequency of Pro/Ala distribution at the lowest BMI and WHR values remained independent of all confounding variables. It is concluded that the Pro12Ala polymorphism in the PPARy2 gene consistently influences indicators of body composition and adiposity, regardless of the practitioners of physical training, but the relationship needs to be considered according to age and nutritional intake.
RESUMOIntrodução: O vídeo game ativo (VGA) é uma evolução do vídeo game tradicional (VGS) e tem como proposta aumentar o nível de atividade física dos usuários desta forma de entretenimento. Esta demanda física poderia conferir benefícios similares ao exercício tradicional para hipertensos, mas o dispêndio energético (DE) deste jogo ainda não é bem estabelecido para esta população. Objetivo: O objetivo deste estudo foi verificar o potencial de uma sessão de VGA em promover aumentos clinicamente importantes do DE em hipertensos. Material e Métodos: Participaram deste estudo, cinco voluntárias hipertensas (55,6 ± 2,9 anos) que realizaram duas sessões randomizadas, crossover (VGA e VGS) com duração de 40 minutos, em dias separados. O DE foi mensurado por um analisador de troca de gases (K4b², Cosmed) e a demanda cardiovascular foi mensurada pela frequência cardíaca (FC) através de um cardiofrequencímetro acoplado ao analisador de gases. Foram realizados os testes t de student não pareado e ANOVA one way com post test de Tukey. Resultados: A intensidade média atingida de 21,9% da FC máxima na sessão VGA, estatisticamente maior (p<0,01) que na sessão de VGS, onde atingiu-se 2,6% da FC máxima. Da mesma forma, os valores de DE para a sessão VGA (3,6±0,3 kcal/min) foram significativamente maiores que para a sessão VGS (1,5±0,1 kcal/min, p<0.0001). Conclusão: Conclui-se que uma sessão de VGA é capaz de promover significativo aumento do DE e da FC. A FC é inferior ao preconizado para o tratamento anti-hipertensivo, mas a DE está dentro dos limites considerados ideais. DESCRITORESExercício. Metabolismo Energético. Hipertensão. ABSTRACT Introduction:The active video game (AVG) is an evolution of traditional video game (AVG) and its proposal to increase the physical activity level of the users of this form of entertainment. This physical demand could confer benefits similar to traditional exercise for hypertension, but the energy expenditure (EE) this game is not well established in this population. Objective: The objective of this study was to investigate the potential of a AVG session to promote clinically significant increases EE in hypertensive. Material and Methods: The study included five hypertensive volunteers (55.6 ± 2.9 years) who underwent two sessions randomized, crossover (AVG and AVG) lasting 40 minutes on separate days. EE was measured by a gas exchange analyzer (K4b², Cosmed) and cardiovascular demand was measured by the heart rate (HR) through a heart rate monitor coupled to the gas analyzer. The student t test were performed unpaired and one way ANOVA with post test of Tukey. Results: The average intensity reached 21.9% of maximal heart rate in AVG session, statistically greater (p <0.01) than in AVG session, where it reached to 2.6% of maximum HR. Likewise, EE values for the AVG session (3.6 ± 0.3 kcal / min) were significantly higher than for SVG session (1.5 ± 0.1 kcal / min, p <0.0001). Conclusion: In conclusion, a AVG session is able to promote significant increase in the EE and HR. The HR is lower tha...
Purpose. to determine whether an active video game session promoted post-exercise hypotension, similar to walking. Methods. Fifteen hypertensive subjects (49.0 ± 1.6 years) of both genders performed five randomized sessions, lasting 60 minutes: 1) active video game; 2) sedentary video game; 3) walking on a treadmill with moderate intensity; 4) walking on a treadmill with similar intensity to the active video game; and 5) control without exercise. Blood pressure and cardiac autonomic modulation measurements were taken at rest and every 10 minutes post exercise for 60 minutes. Results. the active video game promoted a reduction in systolic blood pressure (-14.4 ± 3.0 mmHg, p < 0.0001) similar to walking on a treadmill with moderate intensity (-16.9 ± 3.3 mmHg, p < 0.0001), whereas the control group without exercise did not demonstrate a blood pressure reduction. the sedentary video game also demonstrated a reduction in systolic blood pressure (-10.0 ± 3.1 mmHg, p = 0.0039), statistically similar to the active video game and walking on a treadmill with similar intensity to the active video game (8.7 ± 2.9 mmHg, p = 0.0034). regarding the diastolic component, the active video game (-7.6 ± 1.5 mmHg, p < 0.0001), walking on a treadmill with moderate intensity (-8.3 ± 2.9 mmHg, p = 0.0042), and the sedentary video game (-7.5 ± 2.7 mmHg, p = 0.0098) produced similar reductions in diastolic blood pressure. the active video game was a procedure that promoted a sympathetic-vagal balance reduction from pre-exercise to 60 minutes post exercise (4.2 ± 0.8 to 2.3 ± 0.5, p = 0.0486). Conclusions. Active video game play promoted a similar reduction in blood pressure compared to traditional walking exercise with the advantage of promoting reduction in the sympathetic inflow to the heart.
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