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电子游戏拳击与重沙袋拳击:对于脊髓损伤患者来说,这两种运动方式的效果相当吗?

Exergaming boxing versus heavy-bag boxing: are these equipotent for individuals with spinal cord injury?

机构信息

Department of Physiology, Faculty of Medicine, University of Malaya, Kuala Lumpur, Malaysia -

Department of Mechatronics Engineering, Faculty of Engineering, International Islamic University Malaysia, Selangor, Malaysia.

出版信息

Eur J Phys Rehabil Med. 2017 Aug;53(4):527-534. doi: 10.23736/S1973-9087.17.04456-2. Epub 2017 Jan 13.

Abstract

BACKGROUND

Current strategies for increased physical activity and exercise in individuals with spinal cord injury (SCI) face many challenges with regards to maintaining their continuity of participation. Barriers cited often include problems with accessing facilities, mundane, monotonous or boring exercises and expensive equipment that is often not adapted for wheelchair users.

AIM

To compare the physiological responses and user preferences between conventional heavy-bag boxing against a novel form of video game boxing, known as exergaming boxing.

DESIGN

Cross-sectional study.

SETTING

Exercise laboratory setting in a university medical center.

POPULATION

Seventeen participants with SCI were recruited, of which sixteen were male and only one female. Their mean age was 35.6±10.2 years.

METHODS

All of them performed a 15-minute physical exercise session of exergaming and heavy-bag boxing in a sitting position. The study assessed physiological responses in terms of oxygen consumption, metabolic equivalent (MET) and energy expenditure between exergaming and heavy-bag boxing derived from open-circuit spirometry. Participants also rated their perceived exertion using Borg's category-ratio ratings of perceived exertion.

RESULTS

Both exergaming (MET: 4.3±1.0) and heavy-bag boxing (MET: 4.4±1.0) achieved moderate exercise intensities in these participants with SCI. Paired t-test revealed no significant differences (P>0.05, Cohen's d: 0.02-0.49) in the physiological or perceived exertional responses between the two modalities of boxing. Post session user survey reported all the participants found exergaming boxing more enjoyable.

CONCLUSIONS

Exergaming boxing, was able to produce equipotent physiological responses as conventional heavy-bag boxing. The intensity of both exercise modalities achieved recommended intensities for health and fitness benefits.

CLINICAL REHABILITATION IMPACT

Exergaming boxing have the potential to provide an enjoyable, self-competitive environment for moderate-vigorous exercise even at the comfort of their homes.

摘要

背景

目前,在脊髓损伤(SCI)患者中增加身体活动和锻炼的策略在保持其参与连续性方面面临许多挑战。常提到的障碍包括难以进入设施、练习单调乏味、昂贵的设备通常不适合轮椅使用者等问题。

目的

比较传统重沙袋拳击和新型视频游戏拳击(称为电子运动拳击)在生理反应和用户偏好方面的差异。

设计

横断面研究。

设置

大学医学中心的运动实验室环境。

人群

招募了 17 名 SCI 参与者,其中 16 名男性,只有 1 名女性。他们的平均年龄为 35.6±10.2 岁。

方法

所有参与者均以坐姿进行 15 分钟的电子运动拳击和重沙袋拳击的身体锻炼。研究通过开路肺活量测定法评估了电子运动拳击和重沙袋拳击在耗氧量、代谢当量(MET)和能量消耗方面的生理反应。参与者还使用 Borg 等级比例感觉用力评分来评定他们的感觉用力。

结果

电子运动拳击(MET:4.3±1.0)和重沙袋拳击(MET:4.4±1.0)在这些 SCI 参与者中都达到了中等运动强度。配对 t 检验显示两种拳击方式的生理或感觉用力反应无显著差异(P>0.05,Cohen's d:0.02-0.49)。运动后用户调查显示,所有参与者都发现电子运动拳击更有趣。

结论

电子运动拳击能够产生与传统重沙袋拳击相当的生理反应。两种运动方式的强度均达到了促进健康和健身的推荐强度。

临床康复影响

电子运动拳击具有提供愉快、自我竞争环境的潜力,即使在舒适的家中,也能进行适度到剧烈的运动。

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