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Can videogames improve balance in women over 60 years?

dc.contributor.authorPárraga Montilla, Juan A.
dc.contributor.authorLatorre Román, Pedro A.
dc.contributor.authorCabrera Linares, José C.
dc.contributor.authorSalazar Martínez, Carlos
dc.contributor.authorVillar Ortega, Manuel
dc.contributor.authorMoreno Del Castillo, Rafael
dc.contributor.authorSerrano Huete, Victor
dc.contributor.authorLozano Aguilera, Emilio
dc.date.accessioned2025-01-07T07:23:35Z
dc.date.available2025-01-07T07:23:35Z
dc.date.issued2021
dc.description.abstractObjective: 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.es_ES
dc.identifier.citationMontilla, J. A. P., Román, P. Á. L., Linares, J. C. C., Martínez, C. S., Ortega, M. V., Del Castillo, R. M., ... & Aguilera, E. D. L. (2021). Can videogames improve balance in women over 60 years?. Retos: nuevas tendencias en educación física, deporte y recreación, (42), 211-218.es_ES
dc.identifier.issn1579-1726.es_ES
dc.identifier.otherhttps://doi.org/10.47197/retos.v42i0.85931es_ES
dc.identifier.urihttps://recyt.fecyt.es/index.php/retos/article/view/85931es_ES
dc.identifier.urihttps://hdl.handle.net/10953/3751
dc.language.isoenges_ES
dc.publisherFederación Española de Asociaciones de Docentes de Educación Física (FEADEF)es_ES
dc.relation.ispartofRetos: nuevas tendencias en educación física, deporte y recreación (2021), (42), 211-218.es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.subjectWomenes_ES
dc.subjectQuality of livinges_ES
dc.subjectTraining programes_ES
dc.subjectBalancees_ES
dc.subjectVideogames.es_ES
dc.titleCan videogames improve balance in women over 60 years?es_ES
dc.title.alternative¿Pueden los videojuegos mejorar el equilibrio en mujeres mayores de 60 años?es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES

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