Introduction: Recent original research and meta-analyses suggest that acute caffeine supplementation improves exercise performance in team-sport athletes (TSA). Nonetheless, most of the studies testing the effects of caffeine on TSA included samples of male athletes, and there is no meta-analysis of the performance-enhancing effects of caffeine on female TSA. The aim of the present study was to synthesize the existing literature regarding the effect of caffeine supplementation on physical performance in adult female TSA. Methods: A search was performed in Pubmed/Medline, SPORTDiscus and Scopus. The search was performed from the inception of indexing until 1 September 2021. Crossover randomized controlled trials (RCT) assessing the effects of oral caffeine intake on several aspects of performance in female TSA were selected. The methodological quality and risk of bias were assessed for individual studies using the Physiotherapy Evidence Database scale (PEDro) and the RoB 2 tool. A random-effects meta-analysis of standardized mean differences (SMD) was performed for several performance variables. Results: The search retrieved 18 articles that fulfilled the inclusion/exclusion criteria. Overall, most of the studies were of excellent quality with a low risk of bias. The meta-analysis results showed that caffeine increased performance in specific team-sport skills (SMD: 0.384, 95% confidence interval (CI): 0.077–0.691), countermovement jump (SMD: 0.208, CI: 0.079–0.337), total body impacts (SMD: 0.488; 95% CI: 0.050, 0.927) and handgrip strength (SMD: 0.395, CI: 0.126–0.665). No effects were found on the ratings of perceived exertion, squat jumps, agility, repeated sprint ability or agility tests performed after fatigue. Conclusions: The results of the meta-analysis revealed that acute caffeine intake was effective in increasing some aspects of team-sports performance in women athletes. Hence, caffeine could be considered as a supplementation strategy for female athletes competing in team sports.
(1) Background: Childhood obesity is an important public health problem. Children with overweight or obesity often tend to show the pediatric inactivity triad components; these involve exercise deficit disorder, pediatric dynapenia, and physical illiteracy. The aim of the study was to examine the influence of an active video games (AVG) intervention combined with multicomponent exercise on muscular fitness, physical activity (PA), and motor skills in children with overweight or obesity. (2) Methods: A total of 29 (13 girls) children (10.07 ± 0.84 years) with overweight or obesity were randomly allocated in the intervention group (AVG group; n = 21) or in the control group (CG; n = 8). The intervention group performed a 5-month AVG training using the Xbox 360® with the Kinect, the Nintendo Wii®, dance mats, and the BKOOL® interactive cycling simulator, combined with multicomponent exercise, performing three sessions per week. The control group continued their daily activities without modification. Weight, PA using accelerometers, and motor competence using the Test of Gross Motor Development 3rd edition were measured. Muscular fitness was evaluated through the Counter Movement Jump height, maximal isometric strength of knee extension and handgrip strength, and lean mass using Dual-energy X-ray Absorptiometry. Mann–Whitney U and Wilcoxon signed rank tests were performed. The biserial correlation coefficients (r) were calculated. Spearman’s correlation coefficients among PA, muscular fitness, and motor competence variables were also calculated. (3) Results: The AVG group significantly increased their knee extension maximal isometric strength (4.22 kg; p < 0.01), handgrip strength (1.93 kg; p < 0.01), and jump height (1.60 cm; p < 0.01), while the control group only increased the knee extension maximal isometric strength (3.15 kg; p < 0.01). The AVG group improved motor competence and light physical activity (p < 0.05) and decreased sedentary time (p < 0.05). Lean mass improved in both AVG group and CG (p < 0.05). Lastly, the percentage of improvement of motor skills positively correlated with the percentage of improvement in vigorous PA (r = 0.673; p = 0.003) and the percentage of improvement in CMJ (r = 0.466; p = 0.039). (4) Conclusions: A 5-month intervention combining AVG with multicomponent training seems to have positive effects on muscle fitness, motor competence, and PA in children with overweight or obesity.
28 December 2017 in European Journal of Pediatrics
(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO2max, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.
Dual X-ray absorptiometry (DXA), air displacement plethysmography (ADP), bioelectrical impedance analysis (BIA) and anthropometry are four body composition methods that have been frequently used for the assessment of body fat percentage (%BF) in athletes. However, the agreement between these methods has not been studied yet in adolescent football players. The aim of this study was to compare %BF calculated by DXA, ADP, BIA and anthropometry in 92 participants. Sixty-four males (13.4 ± 0.6 years of age) and 28 females (13.4 ± 0.6 years) participated in this study. %BF was measured with four methods: DXA, ADP, BIA, and anthropometry. ADP %BF was calculated by using Siri's equation. The equation proposed by Slaughter et al. was used to calculate %BF by anthropometry. Paired t-test was used to compare %BF means. The heteroscedasticity was calculated by Bland-Altman analyses. Both in males and females, DXA, ADP, BIA and Slaughter et al. equation demonstrated significant %BF differences when compared to each other (p < 0.05); 95% limits of agreements ranged from 5.13 to 15.09% points. Only BIA showed heteroscedasticity compared to the other methods in both genders (p < 0.05). Although DXA, ADP, BIA, and anthropometry have been used in the scientific literature in order to assess %BF in adolescent football players, these results demonstrate that these body composition methods are not interchangeable in this population.