2013
DOI: 10.3928/00989134-20130628-01
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Cardiovascular Effects and Enjoyment of Exercise Gaming in Older Adults

Abstract: The purpose of this study was to quantify the cardiovascular responses and enjoyment of one trial of electronic exercise gaming (EG) (Nintendo(®) Wii(™) Tennis) in healthy, older adults (mean age = 81 [SD = 4 years]). Findings indicate that 15 minutes of EG moderately increased heart rate (p < 0.001), blood pressure (p < 0.001), and perceived exertion (p < 0.0001) compared to resting levels. This corresponded to achieving 64% of age-predicted maximum heart rate. No differences were observed for the cardiovascu… Show more

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Cited by 11 publications
(8 citation statements)
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“…The remaining 37 articles all reported high percentages of female participants, thus being the majority of the gender split. The study setting/context varied widely across the 46 articles and was composed of retirement/independent communities 11,12,14,21,24,26,29,32,39,40,42,44,47,48,53 (n = 15), communitydwelling 13,16,19,45,46,49 (n = 6), community center 20,31,38,51,52 (n = 5), hospital/assisted living/residential/nursing home/longterm care/institutionalized 10,[15][16][17][18]25,27,28,30,33,35,37,41,43,50,54 (n = 16), not specified 23 (n = 1), or other 34,36,55 (n = 3). The majority of the studies were primarily conducted across two different living environments (hospital/assisted living/residential/nursing home/long-term care/institutionalized) or reti...…”
Section: Discussionmentioning
confidence: 99%
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“…The remaining 37 articles all reported high percentages of female participants, thus being the majority of the gender split. The study setting/context varied widely across the 46 articles and was composed of retirement/independent communities 11,12,14,21,24,26,29,32,39,40,42,44,47,48,53 (n = 15), communitydwelling 13,16,19,45,46,49 (n = 6), community center 20,31,38,51,52 (n = 5), hospital/assisted living/residential/nursing home/longterm care/institutionalized 10,[15][16][17][18]25,27,28,30,33,35,37,41,43,50,54 (n = 16), not specified 23 (n = 1), or other 34,36,55 (n = 3). The majority of the studies were primarily conducted across two different living environments (hospital/assisted living/residential/nursing home/long-term care/institutionalized) or reti...…”
Section: Discussionmentioning
confidence: 99%
“…The majority of studies did not integrate the oldest old as a meaningful proportion of the sample, despite the increasing [10][11][12]14,17,[21][22][23][24][25][28][29][30][31][32][33][34][35][36][37][38][39][40]42,[44][45][46][47][48][49][50][51][52][53][54] To clarify sample proportions and enable our analysis, two authors contacted the respective authors seeking further clarification of the actual number of participants q85 years of age when necessary. Consistent with previous reviews, 2-5 this study highlights a substantial gap in the knowledge base and encourage further exploration into digital gaming use in those 85 years of age and greater.…”
Section: Discussionmentioning
confidence: 99%
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“…Miller et al [ 16 ], in their review of the literature focusing specifically on home-based exergaming systems used by older adults, suggest that the evidence supporting positive benefits is “relatively weak, with a high risk of bias.” However, older adults have been reported to find exergaming appealing [ 17 ] and that it provides improved motivation for activity [ 18 ]. As well, perceived enjoyment has been correlated to improved physical well-being during an exergame intervention [ 19 ].…”
Section: Introductionmentioning
confidence: 99%
“…In older people, previous studies suggest that an EXG program may be feasible, acceptable, and beneficial for promoting balance, walking activity, memory, quality of life 4 ) , and cardiovascular fitness 5 , 6 ) . In overweight young adults, Wii balance board exercise can improve balance and lower limb muscle strength 7 ) .…”
Section: Introductionmentioning
confidence: 99%