Active videogames promotes cardiovascular benefits in young adults? Randomized controlled trial

Abstract Objectives To investigate how quickly active video games, structured and unstructured, provide changes in hemodynamic variables in young adults during a 6-week intervention. Method Twenty participants after baseline assessments, participants were randomized: structured active videogame (n =...

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Bibliographic Details
Main Authors: Jorge L. de Brito-Gomes (Author), Raphael J. Perrier-Melo (Author), Aline de F. Brito (Author), Manoel da C. Costa (Author)
Format: Book
Published: Colégio Brasileiro de Ciências do Esporte.
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Summary:Abstract Objectives To investigate how quickly active video games, structured and unstructured, provide changes in hemodynamic variables in young adults during a 6-week intervention. Method Twenty participants after baseline assessments, participants were randomized: structured active videogame (n = 6), unstructured active videogame (n = 7) and a control group (n = 7). Participants played their respective active videogame 3 times a week for 6-weeks (30 min-session). Results Structured active videogame in exactly 6 weeks shown improvements reducing the heart rate (heart rate; 14% of variation; p < 0.05). Otherwise, not confirmed to both active videogame interventions in systolic blood pressure but maintain the diastolic blood pressure during these 6 weeks (systolic blood pressure-unstructured: −2% and Structured: 11%; diastolic blood pressure-unstructured: 0% and structured: 0%; p > 0.05). Conclusions The 6-week training program with active videogame reduced the heart rate (structured - 6th week). However, active videogames generally do not promoted benefits for normotensive young adults.
Item Description:2179-3255
10.1016/j.rbce.2018.01.002