2013
DOI: 10.1590/s1980-65742013000700010
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Experiência subjetiva de idosas durante exercício em ambiente virtual

Abstract: Os objetivos desse estudo quali-quantitativo foram verificar as experiências subjetivas relacionadas ao exercício em idosas antes e depois da realização de atividade física em ambientes real e virtual, bem como a preferência pelo ambiente. A amostra foi composta por 20 idosas (71,1±6,5 anos) que executaram sessões de dança nos dois ambientes e responderam ao instrumento Subjective Exercise Experiences Scale (SEES) antes e depois da prática. Na situação virtual foi utilizado o jogo Just Dance I do console Wii® … Show more

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Cited by 2 publications
(2 citation statements)
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References 21 publications
(23 reference statements)
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“…Nascimento et al (22) and Sposito et al (24) used the Nintendo Wii software in elderly women. They found improvements in different psychological factors and asserted that it is a device that can be used during leisure time and encourages the practice of physical exercise.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Nascimento et al (22) and Sposito et al (24) used the Nintendo Wii software in elderly women. They found improvements in different psychological factors and asserted that it is a device that can be used during leisure time and encourages the practice of physical exercise.…”
Section: Resultsmentioning
confidence: 99%
“…According Doná, Santos and Kasse (37), the use of the Balance Rehabilitation Unit (BRU™) in The Nintendo ® Wii is a home video game console that uses a wireless motion-sensitive controller to detect user movements and uses them to control the game (22). The latest device offered by the Nintendo ® Wii is the Balance Board, which requires individuals to constantly change their standing posture and assesses their ability to control environmental stimuli by analyzing the induced changes in the standing posture (34).…”
Section: Resultsmentioning
confidence: 99%