ISSN 2415-3060 (print), ISSN 2522-4972 (online)
  • 29 of 33
Up
JMBS 2021, 6(4): 208–216
https://doi.org/10.26693/jmbs06.04.208
Physical training and Sport. Medical and biological aspects of training athletes

Positive Impact of Exergaming on Recovery from Stress and Metabolic Equivalent of Tasks for Athletes and Gamers (on the Example of Outdoor Mobile Games)

Andreev V. I., Sluchak O. I., Andryushchenko M. I., Maer V. Ya.
Abstract

The research focuses on exergaming as an instrument of physical traning for stress tolerance. The purpose of the study is to determine the positive effect of exergaming on two criteria: 1) on stress resistance based on root mean square of successive differences (speed of recovery after physical stress); 2) to combat obesity on the basis of metabolic equivalent of task. The main difference between simple gamer and professional sportsman reaction to the exergaming was developed. For example, exergaming is one of the best types of unloading workout for sportsman and one of the best motivator for more intence workout for simple exergamer. The main categories of exergames classification were reviewed in economic and scientific context of the exergame industry. Main exergaming types include: home, medical, dance and bike exergaming, connect emulation of the sport, role-playing game with gamercize-control and outdoor mobile games. Materials and methods. Nineteen competitions of dance exergaming (World Pump Festival and Just Dance) and eSports League discipline of bike exergaming (Zwift) have been identified in aspects of cybersports. This article is confirmed in 2 experimental researches about: 1) metabolic equivalent of task in main exergaming types and outdoor mobile games in particular; 2) speed of recovery after physical stress. Study of metabolic equivalent of task for the exterior mobile games is based on Ukraine Niantic games community survey (190 members). Results and discussion. Average playing experience for the Niantic games (Ingress, Pokémon Go and Harry Potter: Wizards Unite) community was 4 years (59% ≤5 years and 41% >5 years). The distance travelled during this time was about 7429 kilometers (32% passed more than 10,000 km). Metabolic equivalent of task and body heat balance was modelled on the basis of the survey data and metabolic WHO constants and body heat constants of ANSI standart. Exterior games take 5.65 kkal to 1 kg per 1 day, home fitness exergaming (Power Pad, Let's Yoga, Personal Trainer: Walking) takes 7.14 kkal to 1 kg per 1 day, dance exergames take 7.14-10 kkal to 1 kg per 1 day. In the body heat equivalent, this is 4.1 times more than at rest for home-fitness videogames, 5.75 times more than at rest for dance exergaming and 1.84-2.59 times more than at rest for exterior mobile exergames. Conclusion. Based on the indicators of root mean square of successive differences with the help of Energy Health free platform, the first stage of the research on the influence of outdoor exergames on the formation of stress tolerance was held. Root mean square of successive differences monitoring was carried out for 20 participants (10 Black Sea State University volleyball team members and 10 Niantic game community members). An increase in root mean square of successive differences was recorded for 80% of gamers and 60% of athletes. Moreover, the novelty factor acted precisely in athletes, which indicates long-term effectiveness of outdoor mobile games as an instrument of physical traning for stress tolerance

Keywords: cybersport, exergaming, outdoor mobile games, speed of renewal for physical stress, metabolic equivalent

Full text: PDF (Ukr) 289K

References
  1. Gao Z, Zeng N, Pope ZC, Wang R, Yu F. Effects of exergaming on motor skill competence, perceived competence, and physical activity in preschool children [Internet]. J Sport Health Sci. 2019; 8(2): 106-113. https://www.ncbi.nlm.nih.gov/pubmed/30997256. Https://www.ncbi.nlm.nih.gov/pmc/articles/6450920. https://doi.org/10.1016/j.jshs.2018.12.001
  2. Chukhlantseva N, Chukhlantsev A. The Use of Active Video Games in Physical Education and Sport. Path Sci. 2017; 3(2): 4-15. https://doi.org/10.22178/pos.19-5
  3. Norris E, Hamer M, Stamatakis E. Active Video Games in Schools and Effects on Physical Activity and Health: A Systematic Review. J Pediatr. 2016; 172: 40-46. https://www.ncbi.nlm.nih.gov/pubmed/26947570. https://doi.org/10.1016/j.jpeds.2016.02.001
  4. Janssen I. Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health. J Adolesc Health. 2016; 59(5): 517-522. https://www.ncbi.nlm.nih.gov/pubmed/27567064. https://doi.org/10.1016/j.jadohealth.2016.07.007
  5. Radon K, Fürbeck B, Thomas S, Siegfried W, Nowak D, von Kries R. Feasibility of activity-promoting video games among obese adolescents and young adults in a clinical setting. J Sci Med Sport. 2011; 14(1): 42-45. https://www.ncbi.nlm.nih.gov/pubmed/20837400. https://doi.org/10.1016/j.jsams.2010.07.009
  6. Yazgan YZ, Tarakci E, Tarakci D, Ozdincler AR, Kurtuncu M. Comparison of the effects of two different exergaming systems on balance, functionality, fatigue, and quality of life in people with multiple sclerosis: A randomized controlled trial. Mult Scler Relat Disord. 2020; 39: 101902. https://www.ncbi.nlm.nih.gov/pubmed/31924591. https://doi.org/10.1016/j.msard.2019.101902
  7. Ozdogar AT, Ertekin O, Kahraman T, Yigit P, Ozakbas S. Effect of video-based exergaming on arm and cognitive function in persons with multiple sclerosis: A randomized controlled trial. Mult Scler Relat Disord. 2020; 40: 101966. https://www.ncbi.nlm.nih.gov/pubmed/32045868. https://doi.org/10.1016/j.msard.2020.101966
  8. Karssemeijer EGA, Bossers WJR, Aaronson JA, Sanders LMJ, Kessels RPC, Olde Rikkert MGM. Exergaming as a Physical Exercise Strategy Reduces Frailty in People With Dementia: A Randomized Controlled Trial. J Am Med Dir Assoc. 2019; 20(12): 1502-1508. https://www.ncbi.nlm.nih.gov/pubmed/31409559. https://doi.org/10.1016/j.jamda.2019.06.026
  9. van Santen J, Dröes RM, Twisk JWR, Blanson Henkemans OA, van Straten A, Meiland FJM. Effects of Exergaming on Cognitive and Social Functioning of People with Dementia: A Randomized Controlled Trial. J Am Med Dir Assoc. 2020; 21(12): 1958-1967. https://www.ncbi.nlm.nih.gov/pubmed/32651132. https://doi.org/10.1016/j.jamda.2020.04.018
  10. Bond S, Laddu DR, Ozemek C, Lavie CJ, Arena R. Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. Curr Probl Cardiol. 2021; 46(3): 100472. https://www.ncbi.nlm.nih.gov/pubmed/31606141. https://doi.org/10.1016/j.cpcardiol.2019.100472
  11. Henrique PPB, Colussi EL, De Marchi ACB. Effects of Exergame on Patients' Balance and Upper Limb Motor Function after Stroke: A Randomized Controlled Trial. J Stroke Cerebrovasc Dis. 2019; 28(8): 2351-2357. [sited 2021 May 20]. https://www.ncbi.nlm.nih.gov/pubmed/31204204. https://doi.org/10.1016/j.jstrokecerebrovasdis.2019.05.031
  12. Yein N, Pal S. Analysis of the user acceptance of exergaming (fall- preventive measure) - Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model. Entertain Comput. 2021; 38: 100419. https://doi.org/10.1016/j.entcom.2021.100419
  13. Zheng H, Li J, Salmon ChT, Theng YL. The effects of exergames on emotional well-being of older adults. Comput Hum Behav. 2020; 110: 106383. [sited 2021 May 20]. https://doi.org/10.1016/j.chb.2020.106383
  14. Gallou-Guyot M, Mandigout S, Bherer L, Perrochon A. Effects of exergames and cognitive-motor dual-task training on cognitive, physical and dual-task functions in cognitively healthy older adults: An overview. Ageing Res Rev. 2020; 63: 101135. [sited 2021 May 20]. https://www.ncbi.nlm.nih.gov/pubmed/32768594. https://doi.org/10.1016/j.arr.2020.101135
  15. Cacciata M, Stromberg A, Lee JA, Sorkin D, Lombardo D, Clancy S, et al. Effect of exergaming on health-related quality of life in older adults: A systematic review [Internet]. Int J Nurs Stud. 2019; 93: 30-40. [sited 2021 May 20]. https://www.ncbi.nlm.nih.gov/pubmed/30861452. Https://www.ncbi.nlm.nih.gov/pmc/articles/8088196. https://doi.org/10.1016/j.ijnurstu.2019.01.010
  16. Bakker J, Donath L, Rein R. Balance training monitoring and individual response during unstable vs. stable balance Exergaming in elderly adults: Findings from a randomized controlled trial. Exp Gerontol. 2020; 139: 111037. https://www.ncbi.nlm.nih.gov/pubmed/32730797. https://doi.org/10.1016/j.exger.2020.111037
  17. Berry LL, Seiders K, Hergenroeder AC. Regaining the Health of a Nation: What Business can do about Obesity. Organizat Dynam. 2006; 35(4): 341-356. [sited 2021 May 20]. https://doi.org/10.1016/j.orgdyn.2006.08.003
  18. White M, Lehmann H, Trent M. 31: Disco dance video game-based interventional study on childhood obesity. J Adolesc Health. 2007; 40(2): Suppl S32. [sited 2021 May 20]. https://doi.org/10.1016/j.jadohealth.2006.11.084
  19. Rüth M, Kaspar K. Exergames in formal school teaching: A pre-post longitudinal field study on the effects of a dance game on motor learning, physical enjoyment, and learning motivation. Entertain Comput. 2020; 35: 100372. [sited 2021 May 20]. https://doi.org/10.1016/j.entcom.2020.100372
  20. Quintas A, Bustamante JC, Pradas F, Castellar C. Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment. Comput Educ. 2020; 152: 103874. [sited 2021 May 20]. https://doi.org/10.1016/j.compedu.2020.103874
  21. Pasco D, Roure C. Situational interest impacts college students' physical activity in a design-based bike exergame. J Sport Health Sci. 2021 Mar 17; S2095-2546(21)00028-4. [sited 2021 May 20]. https://www.ncbi.nlm.nih.gov/pubmed/33722758. https://doi.org/10.1016/j.jshs.2021.03.003
  22. McGann J, Issartel J, Hederman L, Conlan O. PaCMAn: A 'principled' framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition. Entertain Comput. 2019; 31: 100310. [sited 2021 May 20]. https://doi.org/10.1016/j.entcom.2019.100310
  23. Zhang H, Wang D, Wang Y, Chi Y, Miao Ch. Development and validation of a practical instrument for evaluating players' familiarity with exergames. Int J Hum-Comput Stud. 2021; 145: 102521. [sited 2021 May 20]. https://doi.org/10.1016/j.ijhcs.2020.102521
  24. Rabbani A, Baseri MK, Reisi J, Clemente FM, Kargarfard M. Monitoring collegiate soccer players during a congested match schedule: Heart rate variability versus subjective wellness measures. Physiol Behav. 2018; 194: 527-531. [sited 2021 May 20]. https://www.ncbi.nlm.nih.gov/pubmed/29981763. https://doi.org/10.1016/j.physbeh.2018.07.001
  25. Wang AI. Systematic literature review on health effects of playing Pokémon Go. Entertain Comput. 2021; 38: 100411. [sited 2021 May 20]. https://doi.org/10.1016/j.entcom.2021.100411
  26. Wang AI, Skjervold A. Health and social impacts of playing Pokémon Go on various player groups. Entertain Comput. 2021; 39: 100443. [sited 2021 May 20]. https://doi.org/10.1016/j.entcom.2021.100443
  27. Ruiz-Ariza A, Casuso RA, Suarez-Manzano S, Martínez-López EJ. Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Comput Educ. 2018; 116: 49-63. [sited 2021 May 20]. https://doi.org/10.1016/j.compedu.2017.09.002
  28. Qin Y. Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon Go. Telemat Inform. 2021; 62: 101620. [sited 2021 May 20]. https://doi.org/10.1016/j.tele.2021.101620