Active Video Dancing Game Provides High-Intensity Exercise for Hip-Hop Dancers and Non-Dancers
Özet
The purpose of this study was to investigate the effects of active video game dancing (AVG dancing) on physiological variables in hip-hop dancers. The AVG dancing was performed using the Xbox Kinect, and the physiological variables included oxygen consumption (VO<INF>2</INF>), heart rate (HR), energy expenditure (EE), metabolic equivalent (MET), respiratory exchange ratio (RER), and the percentage of maximum oxygen consumption (VO<INF>2</INF> max%). Thirteen hip-hop dancers (dance experience 5.4 +/- 3.2 years) and 16 recreationally active young non-dancers participated in the study. VO<INF>2</INF> max was measured at baseline. A few days later, following 15 min of rest in a supine position, the participants performed the AVG dancing. The mean VO<INF>2</INF> max values in the dancers and non-dancers were 47.7 +/- 1.8 mL/min/kg and 46.6 +/- 1.9 mL/min/kg, respectively. No significant difference in VO<INF>2 </INF>max was observed between the groups. However, the percentage (%) of VO<INF>2</INF> max and percentage of HR<INF>AVG Dance</INF> values were significantly higher in the dancer group during the AVG dancing (p<0.01). Furthermore, the VO<INF>2</INF><INF>AVG Dance</INF>, HR<INF>AVG Dance</INF>, EE<INF><INF>AVG_Dance</INF></INF> and MET<INF>AVG_Dance</INF> values were significantly higher in the dancer group (p<0.01). These findings demonstrate that while previous dance experience may affect the playability of the game, thus causing improved physiological responses, AVG dancing provides high-intensity exercise to both dancers and non-dancers (>6 MET).
Kaynak
South African Journal For Research in Sport Physical Education and RecreationCilt
40Sayı
2Bağlantı
https://hdl.handle.net/11421/22411Koleksiyonlar
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