28 research outputs found

    The Homeland

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    https://digitalcommons.library.umaine.edu/mmb-me/1334/thumbnail.jp

    Resistance training enhances delayed memory in healthy middle-aged and older adults: A randomised controlled trial

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    Objectives High-intensity exercise is a potential therapeutic tool to postpone or prevent the onset of cognitive decline. However, there is a lack of sufficient evidence regarding the longitudinal effects of structured resistance training on cognitive function in healthy adults. The purpose of this study was to investigate the effect of two ecologically valid, intense 12-week resistance training programs on cognitive function in late middle-aged adults. Design Single-site parallel randomised controlled trial at the Department of Exercise Science strength and conditioning laboratory. Groups allocated by minimisation randomisation. Methods Forty-five healthy adults (age range = 41-69 years) were enrolled and randomised into A.) high-load, long rest resistance training (n = 14), or B.) moderate-load, short rest resistance training (n = 15) twice per week for 12 weeks, or a non-exercising control (n = 16). Follow-up within 7 days. Data were collected September 2016-December 2017. Cognitive function assessed using the CogState computerised battery. Assessors were blinded to participant group allocation. Secondary outcomes were maximal muscle strength and body composition. Results Forty-four participants were analysed in 2018. Delayed verbal memory performance was improved (p = 0.02) in resistance training groups (g = 0.67-0.79) when compared to the control group, with no differences between training groups. Likewise, increases in maximal muscle strength were observed (p < 0.01) in resistance training groups when compared to the control group, with no differences between training groups. No differences in body composition were observed. There were no adverse events or side-effects of the intervention. Conclusions 12 weeks of intense resistance training improves delayed verbal memory irrespective of training design (i.e., high-load vs. moderate-load)

    Factors Associated with Revision Surgery after Internal Fixation of Hip Fractures

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    Background: Femoral neck fractures are associated with high rates of revision surgery after management with internal fixation. Using data from the Fixation using Alternative Implants for the Treatment of Hip fractures (FAITH) trial evaluating methods of internal fixation in patients with femoral neck fractures, we investigated associations between baseline and surgical factors and the need for revision surgery to promote healing, relieve pain, treat infection or improve function over 24 months postsurgery. Additionally, we investigated factors associated with (1) hardware removal and (2) implant exchange from cancellous screws (CS) or sliding hip screw (SHS) to total hip arthroplasty, hemiarthroplasty, or another internal fixation device. Methods: We identified 15 potential factors a priori that may be associated with revision surgery, 7 with hardware removal, and 14 with implant exchange. We used multivariable Cox proportional hazards analyses in our investigation. Results: Factors associated with increased risk of revision surgery included: female sex, [hazard ratio (HR) 1.79, 95% confidence interval (CI) 1.25-2.50; P = 0.001], higher body mass index (fo

    Play yourself fit: exercise + videogames = exergames

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    Exergames and Exergaming have become a new phenomenon in recent years due to the release of the Nintendo Wii console and more recently the Microsoft Kinect. Videogames are categorized into genres based upon the actions that gamers are expected to execute to achieve goals and overcome challenges. However, with the development of new technology, and this notion of exergaming, is it actually activity or gameplay that defines the notion of exergames as a genre into current categories? This chapter reviews several genre/taxonomy theories to gain a greater understanding of exergames within the serious games arena, with several facets proposed by the authors to provide a more succinct progress within this sector

    Understanding the digital game classification system: a review of the current classification system and its implications for use within games for health

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    This paper discusses and identifies the current video game classification systems employed throughout North and South America, Europe, Eurasia, Far East and Australasia. Ten main systems are employed, and although there are similarities, there are differences across the systems concerning: content descriptors, rating process and age categories. This paper proposes a series of recommendations for the classification of off-the-shelf games used by clinicians within the healthcare sector, for ease of use and clarity while implementing games for rehabilitation use. It is suggested; a worldwide classification system would facilitate a greater understanding and eradicate issues which occur by clinicians, support networks and patients utilizing this innovative approach to aid rehabilitation. For such a system to be established, a number of regional organizations, industry professionals, academics and end-users would be required to outline a format, and establish an appropriate system to be utilized
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