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探索通过高强度间歇训练与运动游戏相结合进行上肢力量训练的设计:可用性研究

Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study.

作者信息

Lin Shu-Cheng, Lee Jing-Yu, Yang Yong, Fang Chu-Chun, Fang Hsiao-Lin, Hou Tien-Hung

机构信息

Department of Sport, Leisure and Health Management, Tainan University of Technology, Tainan City, Taiwan.

Laboratory of Kinesiology and Rehabilitation, School of Physical Education and Sport, Chaohu University, Hefei, China.

出版信息

JMIR Serious Games. 2024 Apr 17;12:e51730. doi: 10.2196/51730.

Abstract

BACKGROUND

High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done without equipment, but incorporating exergaming into the training may provide a new option for muscle training.

OBJECTIVES

The aim of this study was to explore the differences in upper limb muscle activation using an HIIT program combined with exergaming.

METHODS

A total of 15 healthy male participants were recruited for the study, and the differences in muscle activation were compared between push-ups and exergaming (Nintendo Switch Ring Fit Adventure with the Ring-Con accessory) during HIIT. Prior to the tests, participants underwent pretests, including maximal voluntary contractions of various muscle groups, maximal push-up tests, and maximal movement tests using the exergaming device. The push-up and exergaming tests were conducted on separate days to avoid interference, with a warm-up period of 5 minutes on a treadmill before testing. Muscle activation in the lateral and anterior portions of the deltoid muscle, the sternal and clavicular heads of the pectoralis major muscle, and the latissimus dorsi muscle were measured during the maximal voluntary contractions and single-round tests for each exercise mode. A repeated measures ANOVA was used to assess the variations in muscle activation observed across the 2 distinct modes of exercise, specifically push-ups and exergaming.

RESULTS

In exergaming, the number of repetitions for push-ups was significantly fewer than for single-site exercises across both exhaustive (mean 23.13, SD 6.36 vs mean 55.67, SD 17.83; P=.001; effect size [ES]: 2.43) and single-round (mean 21.93, SD 7.67 vs mean 92.40, SD 20.47; P=.001; ES: 4.56) training. Heart rate differences were not significant (all P>.05), yet exergaming led to better muscle activation in specific muscle groups, particularly the right anterior deltoid (mean 48.00%, SD 7.66% vs mean 32.84%, SD 10.27%; P=.001; ES: 1.67) and right pectoralis major (sternal head: mean 38.99%, SD 9.98% vs mean 26.90%, SD 12.97%; P=.001; ES: 1.04; clavicular head: mean 43.54%, SD 9.59% vs mean 30.09%, SD 11.59%; P=.002; ES: 1.26) during exhaustive training. In single-round training, similar patterns were observed with the anterior deltoid (mean 51.37%, SD 11.76% vs mean 35.47%, SD 12.72%; P=.002; ES: 1.30) and pectoralis major (sternal head: mean 53.27%, SD 10.79% vs mean 31.56%, SD 16.92%; P=.001; ES: 1.53; clavicular head: mean 53.75%, SD 13.01% vs mean 37.95%, SD 14.67%; P=.006; ES: 1.14). These results suggest that exergaming may be more effective for targeted muscle activation.

CONCLUSIONS

In conclusion, HIIT can increase muscle activation in the upper extremities and can be incorporated into exergaming strategies to provide a fun and engaging way to exercise.

摘要

背景

高强度间歇训练(HIIT)已成为现代社会流行的锻炼策略,其中塔巴塔训练法最为 popular。过去,这些训练方法大多无需器械进行,但将体感游戏融入训练可能为肌肉训练提供新选择。

目的

本研究旨在探讨结合体感游戏的HIIT计划在上肢肌肉激活方面的差异。

方法

共招募15名健康男性参与者进行研究,比较HIIT期间俯卧撑与体感游戏(使用Ring-Con配件的任天堂Switch健身环大冒险)时的肌肉激活差异。测试前,参与者进行预测试,包括各肌肉群的最大自主收缩、最大俯卧撑测试以及使用体感游戏设备的最大动作测试。俯卧撑和体感游戏测试在不同日期进行以避免干扰,测试前在跑步机上进行5分钟热身。在每种运动模式的最大自主收缩和单轮测试期间,测量三角肌外侧和前部、胸大肌胸骨和锁骨头部以及背阔肌的肌肉激活情况。采用重复测量方差分析评估在两种不同运动模式(即俯卧撑和体感游戏)中观察到的肌肉激活变化。

结果

在体感游戏中,无论是在力竭训练(平均23.13次,标准差6.36次对平均55.67次,标准差17.83次;P = 0.001;效应量[ES]:2.43)还是单轮训练(平均21.93次,标准差7.67次对平均92.40次,标准差20.47次;P = 0.001;ES:4.56)中,俯卧撑的重复次数均显著少于单部位练习。心率差异不显著(所有P>0.05),但体感游戏在特定肌肉群中导致更好的肌肉激活,特别是在力竭训练期间的右三角肌前部(平均48.00%,标准差7.66%对平均32.84%,标准差10.27%;P = 0.001;ES:1.67)和右胸大肌(胸骨头部:平均38.99%,标准差9.98%对平均26.90%,标准差12.97%;P = 0.001;ES:1.04;锁骨头部:平均43.54%,标准差9.59%对平均30.09%,标准差11.59%;P = 0.002;ES:1.26)。在单轮训练中,三角肌前部(平均51.37%,标准差11.76%对平均35.47%,标准差12.72%;P = 0.002;ES:1.30)和胸大肌(胸骨头部:平均53.27%,标准差10.79%对平均31.56%,标准差16.92%;P = 0.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/94d8/11040163/ebdffd5b18a8/games-v12-e51730-g001.jpg

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