Comparison of a 12-week whole-body exergaming program on young adults: Differentiation in flexibility, muscle strength, reaction time, and walking speed between sexes
dc.authorid | OZEL, ALP / 0000-0002-1215-7051 | |
dc.authorscopusid | 12785299300 | |
dc.authorscopusid | 57190403291 | |
dc.authorscopusid | 57205153264 | |
dc.authorscopusid | 57205153321 | |
dc.authorwosid | ozel, alp/Q-3960-2019 | |
dc.authorwosid | Bakar, Yesim/AAR-2311-2021 | |
dc.contributor.author | Bakar, Yeşim | |
dc.contributor.author | Tuğral, Alper | |
dc.contributor.author | Özel, Alp | |
dc.contributor.author | Altuntaş, Yasin D. | |
dc.date.accessioned | 2022-02-15T16:57:22Z | |
dc.date.available | 2022-02-15T16:57:22Z | |
dc.date.issued | 2020 | |
dc.department | Bakırçay Üniversitesi | en_US |
dc.description.abstract | This study aimed to investigate the effects of exergaming on flexibility, muscle strength, reaction time, and walking speed of adults within sex differences. Fifty-four individuals participated in a 12-week exergaming program. Three 30-min sessions were conducted each week. Baseline and post-intervention assessments were done using the sit-and-reach and bend-over tests for flexibility, hand-held dynamometer for muscle strength, auditory and visual reaction time machine for reaction time, and 5-meter walk test for walking speed. There were no significant changes in the sit-and-reach, bend-over test, and auditory-visual reaction time for either gender (p> .05) with the intervention. Walking speed and muscle strength improved after exergaming in both sexes (p< .05). The study showed that the video gaming intervention led to significant and equal improvements in muscle strength and walking speed for both sexes; however, it had no impact on flexibility and auditory-visual reaction time. | en_US |
dc.identifier.doi | 10.1177/1054773818797881 | |
dc.identifier.endpage | 432 | en_US |
dc.identifier.issn | 1054-7738 | |
dc.identifier.issn | 1552-3799 | |
dc.identifier.issue | 7 | en_US |
dc.identifier.pmid | 30188176 | en_US |
dc.identifier.scopus | 2-s2.0-85058847137 | en_US |
dc.identifier.scopusquality | Q2 | en_US |
dc.identifier.startpage | 424 | en_US |
dc.identifier.uri | https://doi.org/10.1177/1054773818797881 | |
dc.identifier.uri | https://hdl.handle.net/20.500.14034/130 | |
dc.identifier.volume | 29 | en_US |
dc.identifier.wos | WOS:000559314600002 | en_US |
dc.identifier.wosquality | Q2 | en_US |
dc.indekslendigikaynak | Web of Science | en_US |
dc.indekslendigikaynak | Scopus | en_US |
dc.indekslendigikaynak | PubMed | en_US |
dc.language.iso | en | en_US |
dc.publisher | Sage Publications Inc | en_US |
dc.relation.journal | Clinical Nursing Research | en_US |
dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.subject | physical activity | en_US |
dc.subject | physical fitness | en_US |
dc.subject | health behavior | en_US |
dc.subject | video games | en_US |
dc.subject | Criterion-Related Validity | en_US |
dc.subject | Sit-And-Reach | en_US |
dc.subject | Physical-Activity | en_US |
dc.subject | Exercise Adherence | en_US |
dc.subject | Virtual-Reality | en_US |
dc.subject | Xbox Kinect | en_US |
dc.subject | Wii Fit | en_US |
dc.subject | Balance | en_US |
dc.subject | Rehabilitation | en_US |
dc.subject | Extensibility | en_US |
dc.title | Comparison of a 12-week whole-body exergaming program on young adults: Differentiation in flexibility, muscle strength, reaction time, and walking speed between sexes | en_US |
dc.type | Article | en_US |
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