119 research outputs found

    The relationship between maximal exercise-induced increases in serum IL-6, MPO and MMP-9 concentrations

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    The aim of this study was to test the hypothesis that exercise would induce inflammatory response characterized by increased pro-inflammatory cytokines - interleukin-6 (IL-6) and tumour necrosis factor-α (TNF-α), adhesion molecule, matrix metalloprotease-9 (MMP-9) and myeloperoxidase (MPO) levels. Additional aim was to elucidate the possible source of maximal exercise-induced increase in MMP-9 concentration. To examine our hypothesis, 26 professional male ice hockey players [age 25±1 (mean±SEM) years; BMI 25.8± 0.4kg/m 2] performed an incremental bicycle test until exhaustion, when maximal oxygen consumption was recorded. Venous blood samples were collected 30min before and 2min after exercise. There was an increase in the count of leucocytes (8.7±1.8 versus 5.7±1.3×10 9 cells per l) and IL-6 (1.24±0.17 versus 0.69±0.13pg/ml), MPO (72±7 versus 50±4ng/ml) and MPP-9 (139±9 versus 110±6ng/ml) concentrations (P<0.05) comparing post- and pre-exercise levels. Maximal exercise-induced increase in MPO correlated with the increases in IL-6 (P<0.05, R=0.54) and MMP-9 (P<0.01, R=0.62) concentrations. Furthermore, increase in IL-6 correlated with the increase in MMP-9 concentrations (P<0.05, R=0.60). Maximal exercise induces an inflammatory response characterized by leucocytosis and increased IL-6, MPO and MMP-9 concentrations. Correlations between increased MPO (marker of neutrophils degranulation) and both increased IL-6 and MMP-9 concentrations may suggest that neutrophils could be the main source of these inflammatory biomarkers during maximal exercise. Furthermore, correlation between increases in serum IL-6 and MMP-9 concentrations may suggest that IL-6 could exert modulatory effects on MMP-9 release during maximal exercise.publishersversionPeer reviewe

    An Adoption Framework for Mobile Augmented Reality Games: The Case of Pokémon Go

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    Pokémon Go was the first mobile augmented reality (AR) game to reach the top of the download charts of mobile applications. However, little is known about this new generation of mobile online AR games. Existing theories provide limited applicability for user understanding. Against this background, this research provides a comprehensive framework based on uses and gratification theory, technology risk research, and flow theory. The proposed framework aims to explain the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to invest money in in-app purchases. A survey among 642 Pokémon Go players provides insights into the psychological drivers of mobile AR games. The results show that hedonic, emotional, and social benefits and social norms drive consumer reactions while physical risks (but not data privacy risks) hinder consumer reactions. However, the importance of these drivers differs depending on the form of user behavior

    The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis

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    Background Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the Wii Fit series has been tested, (2) clarifying the effect of Wii Fit in those identified health-related domains and (3) quantifying this effect. Method A systematic literature review was undertaken. The MEDLINE database and Games for Health Journal published content were explored using the search term “Wii-Fit.” Occurrences resulting from manual searches on Google and material suggested by experts in the field were also considered. Included articles were required to have measurements from Wii Fit activities for at least one relevant health indicator. The effect of Wii Fit interventions was assessed using meta-analyses for the following outcomes: activity-specific balance confidence score, Berg balance score (BBC) and time-up-and-go test (TUG). Findings A total of 115 articles highlighted that the Wii Fit has been tested in numerous healthy and pathological populations. Out of these, only a few intervention studies have focused on the prevention of chronic diseases. A large proportion of the studies focus on balance training (N = 55). This systematic review highlights several potential benefits of Wii Fit interventions and these positive observations are supported by meta-analyses data (N = 25). For example, the BBC and the TUG respond to a similar extend to Wii Fit interventions compared with traditional training. Conclusion Wii Fit has the potential to be used as a rehabilitation tool in different clinical situations. However, the current literature includes relatively few randomized controlled trials in each population. Further research is therefore required
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