Can videogames improve balance in women over 60 years?
- Párraga Montilla, Juan Antonio
- Latorre Román, Pedro Ángel
- Cabrera Linares, Jose Carlos
- Salazar Martínez, Carlos
- Villar Ortega, Manuel
- Moreno Del Castillo, Rafael
- Serrano Huete, Victor
- Lozano Aguilera, Emilio
ISSN: 1579-1726, 1988-2041
Año de publicación: 2021
Número: 42
Páginas: 211-218
Tipo: Artículo
Otras publicaciones en: Retos: nuevas tendencias en educación física, deporte y recreación
Resumen
Objective: The aim of this study was to measure the usefulness of incorporating videogames as a physical activity training program for women above 60 years old. Methods: An intergroup, intragroup and multigroup design on three groups were used as well as experimental methodology. Women above 60 years old (N=43, age=67.74 ± 5.03 years), completed a proprioceptive and resistance training during three months and three sessions a week. Participants were divided into: control group (CG) (n=11; age=67.09 ± 6.25 years), does not do the experimental training. Experimental group 1 (EG1: N= 16; age= 66.94 ± 4.14 years) performed a proprioceptive and resistance training program of 40 minutes, adding the use of a videogame during 20 minutes. Experimental group 2 (EG2) (N=16; age=69.00 ± 4.99 years), performed the same training without the videogame training. Results: We found an improvement in EG1 in body fat, balance with and without vision, dominant hand isometric force and VO2max. The EG2 group improves in body mass index (BMI), body fat, non-dominant hand isometric force and VO2max. CG does not change. Conclusion: Joining a physical training program, including proprioceptive and aerobic resistance exercises result in a weight and BMI drop, and a VO2max improvement in both groups (EG1 and EG2). Additionally, if the training program is completed with the use of videogames (EG1), monopodal static balance improve more than EG1 and EG2, with and without vision, which is considered beneficial to prevent falls in women over 60 years. Resumen. Objetivo: El objetivo de este estudio fue evaluar la utilidad de incorporar videojuegos en un programa de actividad física en mujeres mayores de 60 años. Método: Se diseñó un estudio intergrupal, intragrupo y multigrupo, así como una metodología experimental. Se implementó un entrenamiento de resistencia y propiocepción en mujeres mayores de 60 años (N=43, Edad=67.74 ± 5.03 años, durante tres meses y tres sesiones semanales. Se dividió en un grupo control (GC) (n=11; Edad=67.09 ± 6.25 años), no realizó entrenamiento. Grupo experimental 1 (GE1) (EG1: N= 16; edad= 66.94 ± 4.14 años), realizó un entrenamiento de resistencia y propiocepción y se añadió el uso de videojuegos durante 20 minutos. Grupo Experimental 2 (GE2) (N=16; edad=69.00 ± 4.99 años), que realizó el mismo entrenamiento sin el uso de videojuegos. Resultados: Encontramos una mejora en el GE1 en grasa corporal, equilibrio con y sin visión, fuerza isométrica en la mano dominante y VO2max. El GE2 mejoró en el índice de masa corporal (IMC), grasa corporal, fuerza isométrica en la mano no dominante y VO2max. No se encontraron cambios en el GC. Conclusión: La inclusión en un programa físico de entrenamiento que incluye propiocepción y ejercicios aeróbicos de resistencia reduce el peso, el IMC y el VO2max en ambos grupos (GE1, GE2). Además, si el programa de entrenamiento es completado con el uso de videojuegos (GE1), se mejora el equilibrio estático monopodal, con y sin visión, lo cual es considerado beneficioso para prevenir caídas en mujeres mayores de 60 años.
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