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实施健身游戏项目对提高手球、排球和篮球运动员反应时优化水平的影响。

The Impact of Implementing an Exergame Program on the Level of Reaction Time Optimization in Handball, Volleyball, and Basketball Players.

机构信息

Petru Maior Faculty of Sciences and Letters, George Emil Palade University of Medicine, Pharmacy, Sciences and Technology, 540142 Targu Mures, Romania.

Interdisciplinary Doctoral School, Transilvania University of Brasov, 500036 Brasov, Romania.

出版信息

Int J Environ Res Public Health. 2022 May 5;19(9):5598. doi: 10.3390/ijerph19095598.

Abstract

The main aim of the present study was to implement an exergame program that uses Fitlight technology to identify the impact on motor, recognition, and cognitive reaction times in junior athletes practicing team sports: basketball, handball, and volleyball. The second aim was to identifying differences in progress of the three types of reaction time between female and male players through computerized tests. The study included 360 subjects for basketball, 130 athletes of which were 68 male subjects and 62 female subjects; for handball, 124 athletes of which 64 were male subjects and 60 female athletes; for volleyball, 106 athletes of which 48 male were subjects and 48 female athletes. Characteristics of the experimental players: average age ± SD 13.60 ± 1.07; average sports experience ± SD 6.24 ± 0.92. The research included an initial and a final test between which a program of exergames was implemented over a period of 3 months focused on optimizing human reaction times. The evaluation of the reaction times was carried out through three computer games, the results being processed in SPSS 22. The relevant results of the research: for the simple motor reaction time (MSRT), the greatest progress between tests was the volleyball group, and for women, it was the basketball group; for the recognition reaction time (RRT), the male handball group and the female basketball group recorded the greatest progress; for the cognitive reactive time (CRT), the greatest progress was achieved by the male and female volleyball players. In all tests, the progress of the female basketball, handball, and volleyball players showed superior progress to similar male players. The results of the research highlighted the effectiveness of the experimental exergame program by using Fitlight technology in optimizing human reaction times in junior team-game athletes. Using computer games to evaluate reaction times allowed us to differentiate the evaluation on the types of human reactions under both standardized conditions but also under conditions of efficiency and attractiveness.

摘要

本研究的主要目的是实施一项使用 Fitlight 技术的健身游戏计划,以确定其对练习团队运动的青少年运动员的运动、识别和认知反应时间的影响:篮球、手球和排球。第二个目的是通过计算机测试确定三种反应时间在男运动员和女运动员之间的进步差异。研究包括 360 名篮球运动员,其中 68 名男性和 62 名女性;124 名手球运动员,其中 64 名男性和 60 名女性;106 名排球运动员,其中 48 名男性和 48 名女性。实验运动员的特征:平均年龄±SD 13.60±1.07;平均运动经验±SD 6.24±0.92。研究包括初始和最终测试,其间实施了为期 3 个月的健身游戏计划,重点是优化人类反应时间。通过三个计算机游戏评估反应时间,结果在 SPSS 22 中进行处理。研究的相关结果:对于简单运动反应时间(MSRT),测试之间最大的进步是排球组,对于女性,最大的进步是篮球组;对于识别反应时间(RRT),男性手球组和女性篮球组记录了最大的进步;对于认知反应时间(CRT),最大的进步是男女排球运动员取得的。在所有测试中,女性篮球、手球和排球运动员的进步都优于类似的男性运动员。研究结果突出了使用 Fitlight 技术的实验健身游戏计划在优化青少年团队运动运动员的人类反应时间方面的有效性。使用计算机游戏评估反应时间使我们能够在标准化条件下以及在效率和吸引力条件下区分人类反应类型的评估。

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