Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos
Ano de defesa: | 2016 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | , |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Santa Maria
Centro de Educação Física e Desportos |
Programa de Pós-Graduação: |
Programa de Pós-Graduação em Educação Física
|
Departamento: |
Educação Física
|
País: |
Brasil
|
Palavras-chave em Português: | |
Palavras-chave em Inglês: | |
Área do conhecimento CNPq: | |
Link de acesso: | http://repositorio.ufsm.br/handle/1/18178 |
Resumo: | Introduction: physical exercise has been the subject of numerous issues related to health due to evidence of its benefits to many individuals of different age groups. Obtain such benefits is of utmost importance in order to have a life with autonomy, well-being and healthy aging. Among the options exercise comes the virtual reality that enables the user interaction with the game through similar situations reality. The objective of this research was to analyze the effect of a session of physical exercises with the Nintendo Wii Fit® on the psychological and cardiovascular aspects of young adults, adults and seniors of both sexes. Methods: The subjects performed an exercise session through the Wii console, lasting 43 minutes, consisting of aerobic games, strength and balance. They evaluated the mood, affection, fun, perceived exertion, blood pressure, heart rate and double product of the participants. The Shapiro-Wilk test was used to verify the normality of the data; Descriptive statistics for the characterization of the variables; the paired t-test to check the difference between means and analysis of psychological variables; and Anova one way with post hoc Bonferroni for intra and inter-group comparison. The significance level was 5%. Results: during the exercise session individuals remained at a high level of activation, with a positive feeling and cardiovascular responses remained significantly above resting values. At the end of the session was obtained high degree of fun and improves the mood of the participants profile after completion of the session compared to the pre-session time. Conclusion: The physical training session with virtual reality promoted acute cardiovascular changes significantly higher than the rest period, generated positive effects on mood and affection of the participants and provided a high degree of fun to young people, adults and the elderly. |
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2019-09-09T21:26:25Z2019-09-09T21:26:25Z2016-03-15http://repositorio.ufsm.br/handle/1/18178Introduction: physical exercise has been the subject of numerous issues related to health due to evidence of its benefits to many individuals of different age groups. Obtain such benefits is of utmost importance in order to have a life with autonomy, well-being and healthy aging. Among the options exercise comes the virtual reality that enables the user interaction with the game through similar situations reality. The objective of this research was to analyze the effect of a session of physical exercises with the Nintendo Wii Fit® on the psychological and cardiovascular aspects of young adults, adults and seniors of both sexes. Methods: The subjects performed an exercise session through the Wii console, lasting 43 minutes, consisting of aerobic games, strength and balance. They evaluated the mood, affection, fun, perceived exertion, blood pressure, heart rate and double product of the participants. The Shapiro-Wilk test was used to verify the normality of the data; Descriptive statistics for the characterization of the variables; the paired t-test to check the difference between means and analysis of psychological variables; and Anova one way with post hoc Bonferroni for intra and inter-group comparison. The significance level was 5%. Results: during the exercise session individuals remained at a high level of activation, with a positive feeling and cardiovascular responses remained significantly above resting values. At the end of the session was obtained high degree of fun and improves the mood of the participants profile after completion of the session compared to the pre-session time. Conclusion: The physical training session with virtual reality promoted acute cardiovascular changes significantly higher than the rest period, generated positive effects on mood and affection of the participants and provided a high degree of fun to young people, adults and the elderly.Introdução: o exercício físico vem sendo tema de inúmeros assuntos relacionados à saúde devido à comprovação de seus benefícios para diversos indivíduos de diferentes faixas etárias. Obter tais benefícios é de extrema importância para que se tenha uma vida com autonomia, bem estar e envelhecimento saudável. Entre as opções de exercícios físicos surge a realidade virtual que viabiliza a interação do usuário com o jogo através de situações similares a realidade. Assim, o objetivo desta pesquisa foi analisar o efeito de uma sessão de exercícios físicos com o Nintendo Wii Fit® sobre os aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos de ambos os sexos. Metodologia: os sujeitos realizaram uma sessão de exercícios através do console Wii, com duração de 43 minutos, composta por jogos aeróbicos, de força e de equilíbrio. Foram avaliados o estado de humor, o afeto, o divertimento, a percepção subjetiva de esforço, a pressão arterial, a frequência cardíaca e o duplo produto dos participantes. Foi utilizado o teste de Shapiro-Wilk para verificar a normalidade dos dados; a estatística descritiva para a caracterização das variáveis; o teste t pareado para verificar a diferença entre médias e análise das variáveis psicológicas; e Anova One-way com Post Hoc de Bonferroni para a comparação intra e intergrupos. O nível de significância adotado foi de 5%. Resultados: durante a sessão de exercícios os indivíduos se mantiveram em um alto grau de ativação, com sensação positiva e as respostas cardiovasculares se mantiveram significativamente acima dos valores de repouso. Ao final da sessão se obteve alto grau de divertimento e melhora do perfil de humor dos participantes após a realização da sessão comparada ao momento pré-sessão. Conclusão: a sessão de treinamento físico com realidade virtual promoveu alterações cardiovasculares agudas significativamente superiores ao período de repouso, gerou efeitos positivos no humor e afeto dos participantes e proporcionou alto grau de divertimento aos jovens, adultos e idosos.porUniversidade Federal de Santa MariaCentro de Educação Física e DesportosPrograma de Pós-Graduação em Educação FísicaUFSMBrasilEducação FísicaAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessExercício físicoNintendo WiiJovensAdultosIdososPhysical exerciseYoung adultsAdultsElderlyCNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICAEfeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idososAcute effect of a session of physical training with Nintendo Wii® use on psychological aspects and cardiovascular of young adults, adults and elderlyinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisMatheus, Silvana Corrêahttp://lattes.cnpq.br/8067391099670818Copetti, Fernandohttp://lattes.cnpq.br/3441292649893301Deslandes, Andrea Camazhttp://lattes.cnpq.br/0855615218449231http://lattes.cnpq.br/6270721667582690Alves, Raquel Cougo400900000002600d9dcee73-1e06-4636-a911-72e5ca947476d7305d82-9485-4cc1-a459-62072030653c11fb6ef7-af72-4a45-94f7-4b80633b6cca4539cd24-1e80-4d50-a5f2-36ea10b5efd4reponame:Biblioteca Digital de Teses e Dissertações do UFSMinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMCC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; 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dc.title.por.fl_str_mv |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
dc.title.alternative.eng.fl_str_mv |
Acute effect of a session of physical training with Nintendo Wii® use on psychological aspects and cardiovascular of young adults, adults and elderly |
title |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
spellingShingle |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos Alves, Raquel Cougo Exercício físico Nintendo Wii Jovens Adultos Idosos Physical exercise Young adults Adults Elderly CNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICA |
title_short |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
title_full |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
title_fullStr |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
title_full_unstemmed |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
title_sort |
Efeito agudo de uma sessão de treinamento físico com uso do Nintendo Wii® sobre aspectos psicológicos e cardiovasculares de adultos jovens, adultos e idosos |
author |
Alves, Raquel Cougo |
author_facet |
Alves, Raquel Cougo |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Matheus, Silvana Corrêa |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/8067391099670818 |
dc.contributor.referee1.fl_str_mv |
Copetti, Fernando |
dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/3441292649893301 |
dc.contributor.referee2.fl_str_mv |
Deslandes, Andrea Camaz |
dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/0855615218449231 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/6270721667582690 |
dc.contributor.author.fl_str_mv |
Alves, Raquel Cougo |
contributor_str_mv |
Matheus, Silvana Corrêa Copetti, Fernando Deslandes, Andrea Camaz |
dc.subject.por.fl_str_mv |
Exercício físico Nintendo Wii Jovens Adultos Idosos |
topic |
Exercício físico Nintendo Wii Jovens Adultos Idosos Physical exercise Young adults Adults Elderly CNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICA |
dc.subject.eng.fl_str_mv |
Physical exercise Young adults Adults Elderly |
dc.subject.cnpq.fl_str_mv |
CNPQ::CIENCIAS DA SAUDE::EDUCACAO FISICA |
description |
Introduction: physical exercise has been the subject of numerous issues related to health due to evidence of its benefits to many individuals of different age groups. Obtain such benefits is of utmost importance in order to have a life with autonomy, well-being and healthy aging. Among the options exercise comes the virtual reality that enables the user interaction with the game through similar situations reality. The objective of this research was to analyze the effect of a session of physical exercises with the Nintendo Wii Fit® on the psychological and cardiovascular aspects of young adults, adults and seniors of both sexes. Methods: The subjects performed an exercise session through the Wii console, lasting 43 minutes, consisting of aerobic games, strength and balance. They evaluated the mood, affection, fun, perceived exertion, blood pressure, heart rate and double product of the participants. The Shapiro-Wilk test was used to verify the normality of the data; Descriptive statistics for the characterization of the variables; the paired t-test to check the difference between means and analysis of psychological variables; and Anova one way with post hoc Bonferroni for intra and inter-group comparison. The significance level was 5%. Results: during the exercise session individuals remained at a high level of activation, with a positive feeling and cardiovascular responses remained significantly above resting values. At the end of the session was obtained high degree of fun and improves the mood of the participants profile after completion of the session compared to the pre-session time. Conclusion: The physical training session with virtual reality promoted acute cardiovascular changes significantly higher than the rest period, generated positive effects on mood and affection of the participants and provided a high degree of fun to young people, adults and the elderly. |
publishDate |
2016 |
dc.date.issued.fl_str_mv |
2016-03-15 |
dc.date.accessioned.fl_str_mv |
2019-09-09T21:26:25Z |
dc.date.available.fl_str_mv |
2019-09-09T21:26:25Z |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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http://repositorio.ufsm.br/handle/1/18178 |
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http://repositorio.ufsm.br/handle/1/18178 |
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por |
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por |
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400900000002 |
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600 |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
eu_rights_str_mv |
openAccess |
dc.publisher.none.fl_str_mv |
Universidade Federal de Santa Maria Centro de Educação Física e Desportos |
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Programa de Pós-Graduação em Educação Física |
dc.publisher.initials.fl_str_mv |
UFSM |
dc.publisher.country.fl_str_mv |
Brasil |
dc.publisher.department.fl_str_mv |
Educação Física |
publisher.none.fl_str_mv |
Universidade Federal de Santa Maria Centro de Educação Física e Desportos |
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