dc.contributor.author | Aygün, Cihan | |
dc.contributor.author | Dokumacı, B. | |
dc.contributor.author | Çakır-Atabek, Hayriye | |
dc.date.accessioned | 2019-10-22T20:07:49Z | |
dc.date.available | 2019-10-22T20:07:49Z | |
dc.date.issued | 2018 | |
dc.identifier.issn | 0379-9069 | |
dc.identifier.uri | https://hdl.handle.net/11421/22424 | |
dc.description.abstract | 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 (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.sponsorship | 1605S483 | en_US |
dc.description.sponsorship | This 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.iso | eng | en_US |
dc.publisher | University of Stellenbosch | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.subject | Active Video Game | en_US |
dc.subject | Dance Experience | en_US |
dc.subject | Energy Expenditure | en_US |
dc.subject | Exer-Game | en_US |
dc.subject | Heart Rate | en_US |
dc.subject | Oxygen Consumption | en_US |
dc.title | Active video dancing game provides high-intensity exercise for hip-hop dancers and non-dancers | en_US |
dc.type | article | en_US |
dc.relation.journal | South African Journal for Research in Sport, Physical Education and Recreation | en_US |
dc.contributor.department | Anadolu Üniversitesi, Spor Bilimleri Fakültesi, Antrenörlük Eğitimi Bölümü | en_US |
dc.identifier.volume | 40 | en_US |
dc.identifier.issue | 2 | en_US |
dc.identifier.startpage | 1 | en_US |
dc.identifier.endpage | 10 | en_US |
dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US] |