Literature DB >> 29077484

Anxiolytic Effects of a Single Session of the Exergame Zumba® Fitness on Healthy Young Women.

Ricardo Borges Viana1, Claudia Lima Alves1, Carlos Alexandre Vieira1, Rodrigo Luiz Vancini2, Mario Hebling Campos1, Paulo Gentil1, Marília Santos Andrade3, Claudio Andre Barbosa de Lira1.   

Abstract

OBJECTIVE: Exergames appear to be a promising tool to increase energy expenditure and physical fitness. However, less is known about the effect of a single session of an exergame on anxiety state. Thus, the aim of this study was to evaluate the effects of a single session of the exergame Zumba® Fitness (Xbox 360 Kinect®) on the anxiety state of healthy young women.
MATERIALS AND METHODS: Forty healthy young women (22.9 ± 3.7 years; 62.43 ± 8.75 kg; 1.64 ± 0.06 m; 23.05 ± 2.75 kg/m2; [Formula: see text]O2max of 41.23 ± 10.61 mL/kg/min) performed ∼20 minutes of the exergame Zumba Fitness using the Xbox 360 Kinect. The state anxiety (State Anxiety Inventory) and level of enjoyment (Physical Activity Enjoyment Scale) were evaluated before and after intervention. Rating perceived exertion (Borg scale) and heart rate (HR) were also tracked and collected.
RESULTS: A single exergame session significantly reduced the state anxiety of the participants (P = 0.0230, effect size = 0.62, CI 0.34-0.90). However, no statistically significant correlation was found between enjoyment and absolute (r = -0.10, P = 0.5345) or relative change in state anxiety (r = -0.17, P = 0.2869). A moderate positive correlation was found between enjoyment and performance in the exergame Zumba Fitness (r = 0.59, P = 0.0001). The mean HR during exergames was 137 ± 19 bpm (∼70% of predicted HRmax).
CONCLUSIONS: The exergame Zumba Fitness seems to be a useful tool to reduce state anxiety in a nonclinical sample of healthy women.

Entities:  

Keywords:  Anxiety; Exercise; Measurement; Mood disorders; Treatment

Mesh:

Year:  2017        PMID: 29077484     DOI: 10.1089/g4h.2017.0085

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  6 in total

1.  Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.

Authors:  Federica Pallavicini; Alessandro Pepe
Journal:  JMIR Serious Games       Date:  2020-06-17       Impact factor: 4.143

Review 2.  Beneficial Effects of Exercise on Depression and Anxiety During the Covid-19 Pandemic: A Narrative Review.

Authors:  Shaojuan Hu; Lorelei Tucker; Chongyun Wu; Luodan Yang
Journal:  Front Psychiatry       Date:  2020-11-04       Impact factor: 4.157

3.  Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.

Authors:  Wenge Xu; Hai-Ning Liang; Nilufar Baghaei; Xiaoyue Ma; Kangyou Yu; Xuanru Meng; Shaoyue Wen
Journal:  JMIR Serious Games       Date:  2021-11-22       Impact factor: 4.143

4.  Are exergames an option to cope with sleep disorders during the COVID-19 outbreak?

Authors:  João Paulo Pereira Rosa; Dayane Ferreira Rodrigues; Ricardo Borges Viana; Rodrigo Luiz Vancini; Marília Santos Andrade; Claudio Andre Barbosa de-Lira
Journal:  Sleep Sci       Date:  2022 Apr-Jun

5.  Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized Controlled Trial.

Authors:  Chien-An Sun; Meng-Chiung Lin; Vincent S Tseng; Je-Ming Hu; Yuan-Kuei Li; Po-Jen Hsiao; Chao-Wen Chen; Hao-Yun Kao; Chia-Cheng Lee; Chung-Bao Hsieh; Chih-Hung Wang; Chi-Ming Chu; Yi-Syuan Wu; Wei-Yun Wang; Ta-Chien Chan; Yu-Lung Chiu; Hung-Che Lin; Yu-Tien Chang; Hao-Yi Wu; Tzu-Chi Liu; Yu-Cheng Chuang; Jonan Wu; Wen-Yen Chang
Journal:  JMIR Serious Games       Date:  2022-03-22       Impact factor: 3.364

6.  Comment on: Problematic online gaming and the COVID-19 pandemic - The role of exergames.

Authors:  Ricardo B Viana; Rodrigo L Vancini; Wellington F Silva; Naiane S Morais; Vinnycius N de Oliveira; Marília S Andrade; Claudio A B de Lira
Journal:  J Behav Addict       Date:  2021-03-04       Impact factor: 6.756

  6 in total

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