Classification of the intensity of Kinect Sports® games in university students using hemodynamic variables and subjective perception of effort
This study analyzed the intensity of Kinect Sports® games in college students through hemodynamic variables and perceived exertion. An experimental study, with 34 young students (21.5 ± 1.9 years) who underwent three consecutive games sessions, divided into boxing, bowling, baseball, and tennis games; sand, golf, athletics, and ski flights; table tennis, football, darts, and American football. Heart rate (HR), blood pressure (BP), and rate of perceived exertion (RPE) were recorded every two minutes of each game. One-way ANOVA for repeated measurements was used to verify differences in HR, BP, and RPE at each time of the game and the effect size (p <0.05). There were significant differences in HR (p <0.01, η2p <0.284) in boxing, athletics and baseball games; in PAS (p <0.01, η2p <0.203) in athletics and baseball, as well as in RPE (p <0.01, η2p <0.309) in boxing, athletics, skiing, sand volleyball, tennis, football and table tennis. As for the classification of the games by intensity, through the percentage of proximity of the Maximum Heart Rate (HRmax), only the Boxing game presented with strong intensity (70 to 89% of the HRmax), 50% as moderate intensity (55 to 69% FCmax), and 42% of games at light intensity (35 to 54% of FCmax). It is concluded that a classification table that identifies the intensity of Kinect Sports® games in university students allows selecting games that are geared to the subject's physical condition, making the practice of this activity an alternative for the individual to move from rest to an active state generating beneficial impacts to health.
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