99 research outputs found

    The relationship between body mass index (BMI) and sedentary behavior is mediated by negative peer interaction in boys

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    To determine if self-reported negative social interaction mediates the relationship between sedentary behavior and body mass index (BMI) percentile in boys. Twelve overweight/obese (≥85th BMI percentile) and 14 non-overweight (\u3c85th BMI percentile) boys (10.5 ± 1.5 years old) completed surveys assessing overt peer victimization and relational victimization. Children were individually given access to a gymnasium with physical activity equipment and sedentary alternatives for 30 minutes. Children could play with the equipment in any pattern they wished and the amount of time allocated to sedentary activities (sitting time) was recorded. Overt and relational victimization were moderately and positively associated with BMI percentile (r ≥ 0.40, p ≤ 0.04) and sitting time (r ≥ 0.40, p ≤ 0.05) and sitting time was positively associated with BMI percentile (r = 0.4, p = 0.05). After controlling for overt and relational victimization the correlation between sitting time and BMI percentile was non-significant (r ≤ 0.28, p ≥ 0.18). The positive relationship between BMI percentile and sedentary behavior was mediated by measures of negative social interaction

    VO2, Liking, and Relative Reinforcing Value of Cooperative and Competitive Exergame Play in Young Children

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    International Journal of Exercise Science 13(5): 1501-1511, 2020. The purpose of the current study was to examine physiologic response, liking, and relative reinforcing value (RRV) of children playing an exergame with a friend under two goal structures: competitive and cooperative. A sample of twenty participants (8.7 ± 1.3 years old) and a self-selected friend completed three conditions: rest, competitive, and cooperative play. During the competitive condition, participants played Nintendo Wii Tennis® against their friend. During cooperative play, participants and their friend played together against a computer avatar. During each condition, oxygen consumption (VO2, ml∙kg-1∙min-1) and liking (visual analog scale) were recorded. After finishing all conditions, children completed an RRV computer task to assess their motivation to play the competitive versus cooperative goal structures. During this task children performed work (button presses) to participate in additional competitive play, cooperative play, or a combination. The output maximum (Omax), or maximum work for each goal structure, was used as the measure of RRV. It was determined that VO2 was significantly (p ≤ 0.001) greater for cooperative and competitive play than rest. Liking was significantly greater for cooperative play than rest (p ≤ 0.001) and competitive play (p = 0.03). There were no significant differences (p \u3e 0.05) between cooperative and competitive play for VO2 or Omax. In conclusion, while liking was greater for the cooperative condition versus competitive, motivation did not differ between goal structures. Further investigation into methods of making physical activity more reinforcing, in addition to well-liked by children, is necessary to optimize this behavior

    Impact of Activity Monitoring on Physical Activity, Sedentary Behavior, and Body Weight during the COVID-19 Pandemic

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    Decreases in individuals\u27 physical activity and increases in sedentary behavior and bodyweight have been reported during the COVID-19 pandemic. The present study assessed the ability of physical activity monitoring, which may promote physical activity and discourage sedentary behavior, to mitigate these negative outcomes. An evaluation of university samples ( N = 404, 40.5 ± 15.4 years) of self-reported physical activity, sedentary behavior, and bodyweight prior to the closure of campus due to the pandemic in March of 2020 and again at the time of the survey administration (May-June 2020) during pandemic-related restrictions was performed. Participants also reported whether they did ( n = 172) or did not ( n = 232) regularly use physical activity monitoring technology. While physical activity was unchanged during the pandemic ( p ≥ 0.15), participants significantly increased sitting by 67.8 ± 156.6 min/day and gained 0.64 ± 3.5 kg from pre-campus to post-campus closure ( p \u3c 0.001). However, the use of activity monitoring did not moderate these changes. In conclusion, while physical activity was not affected, participants reported significant increases in sedentary behavior and bodyweight during the COVID-19 pandemic. These changes occurred regardless of whether participants regularly used physical activity monitoring or not

    The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position

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    International Journal of Exercise Science 7(3) : 194-201, 2014. Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml•kg-1•min-1 PS2, 4.6 ± 0.1 ml•kg-1•min-1 Wii Madden, 6.8 ± 0.3 ml•kg-1•min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml•kg-1•min-1 PS2, 4.2 ± 0.1 ml•kg-1•min-1 Wii Madden, 6.1 ± 0.3 ml•kg-1•min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games

    The Acute Effects of the COVID-19 Pandemic on Physical Activity and Sedentary Behavior in University Students and Employees

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    International Journal of Exercise Science 13(5): 1326-1339, 2020. The COVID-19 pandemic has closed non-essential businesses which may alter individuals’ leisure behaviors. Consequently, physical activity and sedentary behavior may be negatively impacted as many fitness and recreational centers have been closed. This study aimed to examine the impact of the pandemic on physical activity and sedentary behavior in a sample of university students and employees before and after the university cancelled face-to-face classes and closed campus. Participants (N = 398) completed the validated Godin physical activity questionnaire and the International Physical Activity Questionnaire which assessed physical activity and sedentary behavior pre- and post-cancellation of face-to-face classes. Participants were also separated in the groups (low, moderate, high physical activity) based upon a tertile split of pre-pandemic total physical activity. Physical activity group by time ANOVAs were used to assess potential changes in total physical activity and sedentary behavior. Post-cancellation sedentary behavior was greater (F (1, 388) = 9.2, p = 0.003, partial η2 = 0.032) than pre-cancellation. Physical activity group moderated (F (2, 395) = 22.0, p \u3c 0.001, partial η2 ≥ 0.10) changes in total physical activity from pre- to post cancellation. The high activity group decreased physical activity whereas the moderate and low activity groups increased physical activity (t ≥ 2.4, p ≤ 0.02, Cohen’s d = 0.23). While the university closure increased sedentary behavior across the sample, it only decreased physical activity in participants who were the most active pre-cancellation. Pandemic-related closure of facilities designed for physical activity may disproportionately impact active individuals

    The Effect of Exercise on Cognitive Function as Measured by ImPact Protocol: Aerobic Vs. Anaerobic

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    Background: Exercise has long played a critical role in the recovery from athletic injuries. Of recent, concussion research has escalated creating new insights into the treatment of and rehabilitation from concussion syndromes. As part of the concussion research, multiple uses of the ImPACT tool have evolved to measure cognitive function. However, combining the variables of cognitive improvement as measured by the ImPACT protocol with aerobic and anaerobic exercise has not been investigated. Purpose: The purpose of this investigation was to assess the influence of acute bouts of aerobic versus resistance exercise on cognitive function of college-aged participants as measured by the ImPACT Protocol. Study Design: Pre-Test – Post Test Experimental Design. Methods: We compared composite scores on two sessions of ImPACT testing (dependent variables) immediately before, immediately after, and 45 minutes after interventions consisting of a randomly assigned aerobic exercise session, resistance exercise session, or seated rest control (independent variables). Twenty college aged participants (11 females, age= 20.1±0.9; 9 males, age= 20.2± 1.6 yrs) completed the study. Results: The aerobic group’s average (p = 0.07) weight (166±16.8) demonstrated the trend of being higher (p=0.07) than the control (153.9 ±19.0) or resistance group (130±16.1). There was no significant difference (p=0.18) in average height or age between the study groups. Findings indicate a significant change in measures of reaction time (p=0.008), impulse control (p=0.008), and visual motor speed (p = 0.03) across all three groups of participants. No significant change was seen in measures of visual (p=0.08) or verbal memory (p=0.198). Discussion: The results cannot be seen as suggesting that exercise has no effect on cognitive function. Conclusion and Clinical Implications: These findings may suggest a learning effect previously unaccounted for in the ImPACT testing protocol. Keywords: Aerobic, Anaerobic, Cognitive Testing, Exercis

    Physiologic Responses, Liking and Motivation for Playing the Same Video Game on an Active Versus a Traditional, Non-Active Gaming System.

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    Int J Exerc Sci 5(2) : 160-169, 2012. Evidence suggests that individuals playing certain video games on the Nintendo Wii® (Wii) exhibit increased energy expenditure versus traditional video games, although little research examines non-Wii Sports/Fit games. The purpose of this study is to assess physiologic responses, liking, and the relative reinforcing value (RRV) of a popular, non-Wii sports video game for the Wii relative to the same game played on a traditional, non-active system. Twenty-four college-aged students participated. Heart rate and oxygen consumption (O2) was assessed during rest and when playing the following games: Madden NFL 2011® for Playstation 2 (PS2 Madden) and the Wii (Wii Madden), and Wii Sports Boxing. The RRV was assessed for Wii Madden versus PS2 Madden. Analysis of variance demonstrated a main effect for condition (p ≤ 0.01) as O2 (5.2 ± 0.2 ml·kg-1·min-1 Wii, 4.1 ± 0.1 ml·kg-1·min-1 PS2, 3.7 ± 0.1 ml·kg-1·min-1, rest) and heart rate (89.2 ± 2.7 bpm Wii, 79.7 ± 2.5 bpm PS2, 79.1 ± 2.5 bpm, rest) was greater for Wii Madden than PS2 Madden and rest. Heart Rate (105.4 ± 5.3 bpm) and O2 (10.4 ml·kg-1·min-1) for Wii Sports Boxing was significantly greater than all other conditions (p ≤ 0.003). The RRV was not significantly different between Wii Madden and PS2 Madden (p = 0.50). Compared to the same game on a traditional system, Wii Madden is more physiologically challenging and equally reinforcing. However, Wii Madden would not be categorized as moderate-intensity physical activity

    Validity of Borg Ratings of Perceived Exertion During Active Video Game Play

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    International Journal of Exercise Science 6(2) : 164-170, 2013. During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between heart rate and RPE (r = 0.32). Mixed-effects model regression analyses demonstrated that RPE scores were significantly associated with heart rate (p \u3c 0.001). The average percentage of age-predicted heart rate maximum achieved (58 ± 6%) was significantly greater (p = 0.001) than the percentage of maximum RPE indicated (43 ± 11%). Borg RPE scores were positively associated with heart rate in adults during exercise sessions using the Wii Fit Plus. However, this relationship was lower than observed in past research assessing RPE validity during different modes of exercise (e.g. walking, running) without distracters

    Increased Physical Activity and Reduced Pain with Spinal Cord Stimulation: a 12-Month Study

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    International Journal of Exercise Science 13(3): 1583-1594, 2020. The purpose of this study was to assess changes in pain and physical activity after replacing a traditional spinal cord stimulation (SCS) implantable pulse generator with a next generation SCS in patients for whom traditional SCS was no longer providing adequate relief of low back and/or leg pain. Subjects (n = 19) who reported that they were no longer receiving adequate relief from traditional SCS were implanted with a next generation SCS. Eighteen additional patients who were receiving relief from traditional SCS were also followed as a control. Both groups (next generation, traditional) were assessed for low-back and limb pain (visual analog scale) and daily physical activity (wearable accelerometer) at baseline and three, six, nine and 12 months following the SCS implant. Relative to baseline, next generation SCS subjects exhibited reductions (p ≤ 0.05 for all) in low-back pain (average reduction of 22%) at every time point, in leg pain (average reduction of 23%) at every time point except six months and increased physical activity (average increase of 57%) at three, six and nine months. As expected, there were no changes in pain or physical activity in the traditional SCS subjects (p ≥ 0.1). In conclusion, pain decreased, and physical activity increased in patients receiving a next generation SCS. Physical activity may serve as an objectively measured marker of pain

    Physically Interactive Games Increase VO2 Above Resting Metabolic Rate

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    The purpose of this study was to determine the energy cost, beyond resting metabolic rate (RMR), of playing select games on the Nintendo Wii for 30 contiguous minutes. Physically interactive games (i.e. Basic Run and Basic Step) increase energy expenditure above resting values compared to a sedentary game (Tanks!) and therefore may help individual’s become more active. Furthermore, Basic Run and Basic Step elicited MET values of 3.9 and 3.2, respectively, which is considered moderate-intensity exercise and could be used to meet daily recommendations for physical activity
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