Improving aerobic capacity through active videogames: A randomizd controlled trial

8Citations
Citations of this article
18Readers
Mendeley users who have this article in their library.

Abstract

The rate of peak workload improvement between different types of Active Video Games (AVG) in young sedentary adults was investigated. Aerobic capacity improvement after a 6-week intervention between AVG types was also compared. Twenty participants, after baseline assessments, were randomized into one of three parallel groups: structured AVG (n = 6), unstructured AVG (n = 7) and a control group (n = 7). Participants played their respective AVG 3 times a week for 6-weeks (30 minutes-session). The control group maintained normal activities. Both structured and unstructured AVG improved peak workload after four weeks but only the structured group maintained this improvement through week five and six. Aerobic capacity improved in the unstructured (Pre: 36.0 ± 5.2ml.kg.min-1,Post: 39.7 ± 4.9ml.kg.min-1, p = .038) and structured AVG (Pre: 39.0 ± 5.9ml.kg.min-1,Post: 47.8 ± 4.3ml.kg.min-1, p = .006) groups. Structured AVG provide greater health benefits to aerobic capacity and peak workload in young sedentary but otherwise healthy males relative to unstructured AVG.

Author supplied keywords

Cite

CITATION STYLE

APA

De Brito-Gomes, J. L., Perrier-Melo, R. J., Wikstrom, E. A., & Da Cunha Costa, M. (2015). Improving aerobic capacity through active videogames: A randomizd controlled trial. Motriz. Revista de Educacao Fisica, 21(3), 305–311. https://doi.org/10.1590/S1980-65742015000300012

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free