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EN
Backround: The aim of this study was the assessment of energy expenditure (EE) and the intensity of physical activity (PA) of adult women during the interactive dance video game (IDVG) Dance Central on Xbox 360 Kinect in the context of health recommendations. Methods: Twenty eight intentionally selected women (mean ± SD age: 21.8±1.1 years, body height: 167.3±6.1cm, body mass: 59.3±5.9 kg, body mass index: 21.2±1.3) met the inclusion criteria and took part in to the experiment. Heart rate monitor, accelerometer, and pedometer were used as measurement tools. Participants performed the same easy dance routine three times (for a total of 10 min.). Trials consisted of imitating the motions presented by the virtual dancer. Results: The data from accelerometer and heart rate monitor were similar, and indicated the moderate intensity of interactive dance video game (IDVG) Dance Central. However, energy expenditure assessed by pedometer was significantly lower. Conclusion: IDVG Dance Central may be useful in increasing the daily dose of physical activity of adult women and meet the health-related recommendations provided its regular practice.
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EN
Regular moderate-intensity exercise provides health benefits. The aim of this study was to examine whether the selected exercise intensity and physiological responses during exergaming in a single and multiplayer mode in the same physical space were game-dependent. Ten males (mean ±SD, age: 23 ±5 years, body mass: 84.2 ±15.6 kg, body height: 180 ±7 cm, body mass index: 26.0 ±4.0 kg·m−2) played the games Kinect football, boxing and track & field (3 × ~10 min, ~ 2 min rest periods) in similar time sequence in two sessions. Physiological responses were measured with the portable Cosmed K4b2 pulmonary gas exchange system. Single play demands were used to match with a competitive opponent in a multiplay mode. A within-subjects crossover design was used with one-way ANOVA and a post-hoc t-test for analysis (p<0.05). Minute ventilation, oxygen uptake and the heart rate were at least 18% higher during a multiplayer mode for Kinect football and boxing but not for track & field. Energy expenditure was 21% higher during multiplay football. Single play track & field had higher metabolic equivalent than single play football (5.7 ±1.6, range: 3.2-8.6 vs 4.1 ±1.0, range: 3.0-6.1, p<0.05). Exergaming in a multiplayer mode can provide higher physiological demands but the effects are game-dependent. It seems that exergaming with low intensity in a multiplayer mode may provide a greater physical challenge for participants than in a single play mode but may not consistently provide sufficient intensity to acquire health benefits when played regularly as part of a programme to promote and maintain health in young adults.
EN
Physical inactivity is one of the main causes of noncommunicable diseases worldwide. In addition, obesity worldwide is increasing day by day due to insufficient energy expenditure, which is the result of physical inactivity. This review aimed to examine the physio logical effects of active video games (AVGs) systems and tried to define whether the AVGs could be suggested as an alternative exercise model considering the American College of Sports Medicine (ACSM) criteria. This review was based on the physiological re sponses of the different AVGs that were discussed in previous studies. It was revealed that AVGs significantly increased the energy expenditure and metabolic equivalent according to resting state. The majority of AVGs were found to achieve physical activit y levels of moderate intensity which meet ACSM criteria for health and fitness (3 -6 MET). Especially, AVGs can be considered as an alternative exercise model that is integrated with fun and technology in everyday use of individuals, reducing obesity preval ence and improving physical activity level with the ever - evolving modern and sophisticated AVGs systems. AVGs can actually be considered among the exercise models for the future, with the increasing use of active video game systems around the world.
PL
W ciągu ostatnich kilku lat sytuacja na rynku gier wideo uległa istotnej pozytywnej zmianie. Powstały urządzenia wskazujące wymagające od użytkownika wykonywania obszernych ruchów całego ciała w celu sterowania grą. Dzięki temu pojawiły się zupełnie nowe perspektywy wykorzystania aktywnych gier wideo, które można obecnie postrzegać jako swoistą formę aktywności fizycznej. W publikacji dokonano przeglądu konsoli i kontrolerów ruchowych gier wideo oraz przedstawiono możliwości ich wykorzystania do poprawy sprawności fizycznej i terapii. Z analizy dostępnej literatury naukowej wynika, że gry wideo sterowane ruchem motywują do podejmowania wysiłku fizycznego, mogą wpływać pozytywnie na sprawność motoryczną człowieka i być wykorzystywane w terapii osób z różnymi dysfunkcjami.
EN
Over the past several years, the situation on the video game market has undergone a significant positive change. The pointing devices that require from the user to perform extensive movements of the whole body in order to control the game were developed. As a result, there is a completely new perspective of using active video games that may now be perceived as a specific form of the physical activity. In the publication, the video game consoles and motion controllers for the video games were reviewed and the possibilities of their usage for improving physical fitness and therapy were presented. The analysis of the available scientific literature shows that video games controlled with the movement motivate to take the physical exercise, they can have a positive impact on person’s motor ability and they may be used in the treatment of people with various disabilities.
PL
Celem pracy jest ocena dokładności odwzorowania ruchów tanecznych oraz możliwości uczenia się układu tanecznego przez tancerki profesjonalne i studentki Akademii Wychowania Fizycznego w Katowicach (AWF) podczas uprawiana aktywnej gry wideo. Przebadano 13 tancerek zawodowych Teatru Rozrywki w Chorzowie oraz 28 studentek AWF. Dokładność odwzorowania ruchów oraz możliwości uczenia się układu tanecznego oceniano za pomocą systemu Kinect współpracującego z konsolą Xbox 360 i interaktywnej tanecznej gry wideo. Osoby badane podczas kolejnych prób uczyły się ruchów tanecznych demonstrowanych przez wirtualnego nauczyciela. Wyniki przeprowadzonych badań wykazały, że jakość odwzorowania układu zależy zarówno od doświadczenia tanecznego badanych kobiet, jak i liczby wykonanych powtórzeń. Tancerki profesjonalne znacznie dokładniej niż studentki AWF wykonywały nowopoznane akty ruchowe. Uczestniczki badań w kolejnych próbach precyzyjniej odzwierciedlały układy taneczne, co może świadczyć o możliwości efektywnego uczenia się ruchów tanecznych z wykorzystaniem aktywnej gry wideo.
EN
The aim of this study is to assess the accuracy of repetition of dance movements and the possibilities of learning the dance arrangement by professional dancers and students of the Academy of Physical Education in Katowice (AWF) during an active video game. 13 professional dancers from the Rozrywka Theatre in Chorzów and 28 students of the AWF were examined. Accuracy of movement repetition and learning possibilities of the dance arrangement was assessed using the Kinect system cooperating with the Xbox 360 console and an interactive dance video game. The participants during the subsequent trials where learning dance moves demonstrated by a virtual teacher. The results of the tests showed that the quality of repetition of the arrangement depends both on the women’s dance experience and the number of repetitions performed. Professional dancers performed new movement acts much more accurately than students. Participants in subsequent attempts more accurately reflected the dance arrangements. This may indicate the possibility of effective learning of dance moves using an active video game.
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