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dc.contributor.authorAygün, Cihan
dc.contributor.authorDokumacı, B.
dc.contributor.authorÇakır-Atabek, Hayriye
dc.date.accessioned2019-10-22T20:07:49Z
dc.date.available2019-10-22T20:07:49Z
dc.date.issued2018
dc.identifier.issn0379-9069
dc.identifier.urihttps://hdl.handle.net/11421/22424
dc.description.abstractThe 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 (VO2), heart rate (HR), energy expenditure (EE), metabolic equivalent (MET), respiratory exchange ratio (RER), and the percentage of maximum oxygen consumption (VO2max%). Thirteen hip-hop dancers (dance experience 5.4±3.2 years) and 16 recreationally active young non-dancers participated in the study. VO2max 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 VO2max 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 VO2max was observed between the groups. However, the percentage (%) of VO2max and percentage of HRmax values were significantly higher in the dancer group during the AVG dancing (p>0.01). Furthermore, the VO2 AVG Dance, HRAVG Dance, EEAVG_Dance and METAVG_Dance 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)en_US
dc.description.sponsorship1605S483en_US
dc.description.sponsorshipThis study was supported by Anadolu University Research Fund #1605S483, and part of this research was presented at the 6th National Healthy Life Symposium and 1st Nutrition and Sports Congress for Life, İstanbul, Turkey, 2017. This research was conducted in the “Human Performance Laboratory” of the Sports Science Faculty, Anadolu University, Eskişehir, Turkey.en_US
dc.language.isoengen_US
dc.publisherUniversity of Stellenboschen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectActive Video Gameen_US
dc.subjectDance Experienceen_US
dc.subjectEnergy Expenditureen_US
dc.subjectExer-Gameen_US
dc.subjectHeart Rateen_US
dc.subjectOxygen Consumptionen_US
dc.titleActive video dancing game provides high-intensity exercise for hip-hop dancers and non-dancersen_US
dc.typearticleen_US
dc.relation.journalSouth African Journal for Research in Sport, Physical Education and Recreationen_US
dc.contributor.departmentAnadolu Üniversitesi, Spor Bilimleri Fakültesi, Antrenörlük Eğitimi Bölümüen_US
dc.identifier.volume40en_US
dc.identifier.issue2en_US
dc.identifier.startpage1en_US
dc.identifier.endpage10en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US]


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