Heart transplantation (HTx) is considered an efficient and gold-standard procedure for patients with end-stage heart failure. After surgery, patients have lower aerobic power (VO2max) and compensatory hemodynamic responses. The aim of the present study was to assess through a systematic review with meta-analysis whether high-intensity interval training (HIIT) can provide benefits for those parameters. This is a systematic review with meta-analysis, which searched the databases and data portals PubMed, Web of Science, Scopus, Science Direct and Wiley until December 2016 (pairs). The following terms and descriptors were used: “heart recipient” OR “heart transplant recipient” OR ”heart transplant” OR “cardiac transplant” OR “heart graft”. Descriptors via DeCS and Mesh were: “heart transplantation’’ OR “cardiac transplantation”. The words used in combination (AND) were: “exercise training” OR “interval training” OR “high intensity interval training” OR “high intensity training” OR “anaerobic training” OR “intermittent training” OR “sprint training”. The initial search identified 1064 studies. Then, only those studies assessing the influence of HIIT on the post-HTx period were added, resulting in three studies analyzed. The significance level adopted was 0.05. Heart transplant recipients showed significant improvement in VO2peak, heart rate and peak blood pressure in 8 to 12 weeks of intervention.
Purpose. The goals of the study were: a) to compare the way that two types of active video games (AVG) influenced physical effort and motivation in young adults; b) to compare direct and indirect instruments and use an indirect instrument (heart rate analysis) as a practical tool to verify physical effort in AVGs. Methods. Initially, 16 healthy but physically inactive young adult males with no AVGs experience took part in the randomized control trial. After the baseline assessments of blood pressure (BP), heart rate (HR), and aerobic capacity (AE), the participants were randomized into two groups: structured AVG (n = 6) and unstructured AVG (n = 7) (3 dropouts). They played 3 sessions a week, during 6 weeks. Direct and indirect metabolic measurements were made. To compare direct and indirect AE, Student t-test was used for related samples. changes (group × time) in HR, perceived exertion (PE), calculated energy expenditure (EE), calculated metabolic equivalent (MET), and motivation (points) were assessed with the two-way analysis of variance. Results. There were no differences between direct and indirect AE (36.0 ± 5.2 vs 33.9 ± 6.0 ml/kg/min: unstructured; 39.0 ± 5.9 vs 37.7 ± 5.9 ml/kg/min; p > 0.05). No differences were observed in maximal HR, PE, or motivation (p > 0.05). Statistically significant differences referred to average HR, MET, and EE over the sessions (p < 0.05). HR and EE values were higher in structured than in unstructured AVGs. conclusions. HR and EE responses of structured AVGs turned out higher than those of unstructured AVGs, and the measurements proved efficient to analyse physical effort in AVGs in a long-term perspective.
Abstract--The rate of peak workload improvement between different types of Active Video Games (AVG) in young sedentary adults was investigated. Aerobic capacity improvement after a 6-week intervention between AVG types was also compared. Twenty participants, after baseline assessments, were randomized into one of three parallel groups: structured AVG (n = 6), unstructured AVG (n = 7) and a control group (n = 7). Participants played their respective AVG 3 times a week for 6-weeks (30 minutes-session). The control group maintained normal activities. Both structured and unstructured AVG improved peak workload after four weeks but only the structured group maintained this improvement through week five and six. Aerobic capacity improved in the unstructured (Pre: 36.0 ± 5.2ml.kg.min-¹,Post: 39.7 ± 4.9ml.kg.min-¹, p = .038) and structured AVG (Pre: 39.0 ± 5.9ml.kg.min-¹,Post: 47.8 ± 4.3ml.kg.min-¹, p = .006) groups. Structured AVG provide greater health benefits to aerobic capacity and peak workload in young sedentary but otherwise healthy males relative to unstructured AVG. Keywords: exercise, videogames, physical fitnessResumo--"Melhora da capacidade aeróbica através de videogames ativos: Um estudo controlado randomizado." A velocidade de aparecimento de melhoria de potência de diferentes tipos de Video Games Ativos (VGA) em adultos jovens foi investigada. A melhora da capacidade aeróbia após uma intervenção de 6 semanas de diferentes VGAs também foi comparada. Vinte participantes após avaliações iniciais foram divididos aleatoriamente em três grupos paralelos: VGA estruturado (n = 6), o VGA não estruturados (n = 7) e um grupo controle (n = 7). Os participantes realizaram suas respectivas 3 vezes por semana de VGA durante 6 semanas (30 minutos por sessão). O grupo controle manteve suas atividades normais. Ambos estruturado e não estruturado melhoram a potência depois de quatro semanas, mas somente o grupo estruturado manteve esta melhoria nas semanas cinco e seis. A capacidade aeróbica foi melhorada tanto no VGA não-estruturado (Pre: 36,0 ± 5,2ml.kg.min-¹, Post: 39,7 ± 4,9 ml.kg.min-¹, p = 0,038) e estruturado (Pre: 39,0 ± 5,9ml.kg.min-¹,Post: 47,8 ± 4,3ml.kg.min-¹, p = 0,006). O VGA estruturado proporcionou maiores benefícios na saúde da capacidade aeróbica e a potência em homens jovens sedentários, em relação ao VGA não-estruturado. Palavras-chave: exercício, video games, treinamento físicoResumen--"Mejora en la capacidad aeróbica a través de juegos de vídeo activos: un estudio controlado seleccionado al azar." La tasa de mejoría mayor volumen de trabajo entre los diferentes tipos de Juegos de Video Activos (VJA) en jóvenes adultos sedentarios fue investigado. Mejoras de la capacidad aeróbica después de una intervención de 6 semanas entre los tipos de AVG también se comparó. Veinte participantes, después de evaluaciones de referencia, fueron aleatorizados en uno de tres grupos paralelos: VJA estructurado (n = 6), VJA no estructurada (n = 7) y un grupo control (n = 7). Los participantes jugaron sus respectivos VJA 3...
Background: Continuous aerobic exercise (CE) is one of the main non-pharmacological recommendations for hypertension prevention and treatment. CE is safe and effective to reduce blood pressure chronically, as well as in the first few hours after its performance, a phenomenon known as post-exercise hypotension (PEH). Interval exercise (IE) also results in PEH. Objective: This systematic review and meta-analysis sought to compare the magnitude of PEH between CE and IE in adults. Methods: A systematic review of studies published in journals indexed in the PubMed, Web of Knowledge, Scopus and CENTRAL databases was performed until March 2020, which compared the magnitude of PEH between CE and IE. PEH was defined as between 45-60 minutes post-exercise. The differences between groups on blood pressure were analyzed using the random effects model. Data were reported as weighted mean difference (WMD) and 95% confidence interval (CI). A p-value <0.05 was considered statistically significant. The TESTEX scale (0-15) was used to verify the methodological quality of the studies. Results: The IE showed a higher magnitude of PEH on systolic blood pressure (WMD:-2.93 mmHg [95% CI:-4.96,-0.90], p = 0.005, I2 = 50%) and diastolic blood pressure (WMD:-1,73 mmHg [IC95%: 2,94,-0,51], p= 0.005, I 2 = 0%) when compared to CE (12 studies, 196 participants). The scores of the studies on the TEXTEX scale varied from 10 to 11 points. Conclusions: The IE resulted in a higher magnitude of PEH when compared to CE between 45 and 60 minutes postexercise. The absence of adverse event data during IE and CE in the studies prevents comparisons of the safety of these strategies.
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