Background: Older people often do not meet the recommended levels of exercise required to reduce functional decline. Social interaction is mentioned by this cohort as a reason for joining group-based exercises, which does not occur when exercising alone. This perspective shows that exergames can be used as motivational resources. However, most available exergames are generic, obtained from commercial sources, and usually not specifically designed or adapted for older people. Objective: In this study, we aim to co-design and develop a new exergame alongside older participants to (1) tailor the game mechanics and optimize participants’ adherence to and enjoyment of exercise; (2) test the participants’ functional capacity, motivation, and adherence to the exergaming program; and (3) compare these scores between those who played alone and those who played with peers. Methods: We conducted a co-design process to develop a new exergame adapted to older people. For user testing, 23 participants were divided into 2 groups to play individually (alone group) or to compete in pairs (with peers group). They played the game twice a week, resulting in 21 exergaming sessions. We assessed the participants’ General Physical Fitness Index (GPFI) before and after the user testing. We also administered questionnaires about the gaming experience and exercise adherence with its motivators and barriers. Results: We introduced a new bowling exergame for Xbox with a Kinect motion sensor that can be played in single or multiplayer mode. For the GPFI measurements, the sample was homogeneous in the pretest (with peers group: mean 40.5 [SD 9.6], alone group: mean 33.9 [SD 7.8]; P=.11). After the exergame testing sessions, both groups had significant gains (with peers group: mean 57.5 [SD 8.7], P=.005; alone group: mean 44.7 [SD 10.6]; P=.02). Comparing the posttest between groups, it was found that the group in which participants played with peers had better outcomes than the group in which participants played alone (P=.02). Regarding the gaming experience and exercise adherence, both groups recognized the benefits and expressed enthusiasm toward the exergame. Conclusions: The findings suggest that the developed exergame helps in improving the functional capacity and adherence to physical exercise among older people, with even better results for those who played with peers. In addition to leading to more appropriate products, a co-design approach may positively influence the motivation and adherence of participants.
Resumo Objetivo Avaliar um serious game enquanto estratégia educativa para crianças em um programa de enfrentamento de sobrepeso e obesidade. Métodos Pesquisa metodológica, com abordagem quantitativa e de corte transversal. Participaram do estudo as crianças pertencentes a um programa de condicionamento físico com games interativos para crianças obesas e/ou sobrepeso (n=13). Foi feito o perfil dos participantes por meio de dados antropométricos, questionários sobre seus hábitos alimentares e de atividade física. Posteriormente, o serious game DigesTower foi apresentado como uma [...] Resumo Objetivo Avaliar um serious game enquanto estratégia educativa para crianças em um programa de enfrentamento de sobrepeso e obesidade. Métodos Pesquisa metodológica, com abordagem quantitativa e de corte transversal. Participaram do estudo as crianças pertencentes a um programa de condicionamento físico com games interativos para crianças obesas e/ou sobrepeso (n=13). Foi feito o perfil dos participantes por meio de dados antropométricos, questionários sobre seus hábitos alimentares e de atividade física. Posteriormente, o serious game DigesTower foi apresentado como uma
The search to increase physical performance is inherent to physical activity practitioners, and nutrition features are among the alternatives to seeking such an increase. The literature from the area has shown that different substances can promote beneficial effects over physical performance. One substance that has come into the spotlight is theacrine, an alkaloid similar to caffeine, which aims to increase physical performance. However, the studies on this supplement are scarce. Therefore, this study is a randomized, controlled trial that aimed to verify the effects of theacrine supplementation over physical performance in young male athletes, by applying a battery of physical tests. Twenty-two male amateur flag-football athletes were recruited. Subjects were divided into two groups and assessed at two moments, which were 72 h apart. The first assessment served as a basal measurement. In the second, the subjects ingested the supplement or a placebo 60 min before the following tests: sextuple jump, agility T test, 30 m sprint, 40 s run test (Matsudo test), and 12 min run test (Cooper test). There was no difference between the groups in any of the tests. Therefore, the findings of this study do not support the use of theacrine to increase physical performance.