Académique Documents
Professionnel Documents
Culture Documents
II
III
Ficha Catalogrfica
123f. il.
Orientador: Prof. Dr. Renato Aparecido de Souza
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VI
AGRADECIMENTOS
Antes de tudo a Deus por me amparar durante os momentos difceis, me dar
fora interior e calma para superar as dificuldades, me mostrar os caminhos nas
horas incertas e me suprir em todas as minhas necessidades.
Em especial ao meu orientador Prof. Dr. Renato Aparecido de Souza, por
acreditar em mim e estar comigoem todos os momentos. Os meus sinceros
agradecimentos por toda dedicao durante todo esse tempo e todas as
oportunidades que me ofereceu, as quais sem dvida alguma favoreceram meu
crescimento pessoal e acadmico.
minha famlia, a qual tenho imenso amor e respeito, pelo carinho, pacincia
e total apoio.
Aos demais professores do curso superior de Educao Fsica do
IFSULDEMINAS- Campus Muzambinho, em especial Daniela Gomes Martins Bueno,
Elisngela Silva, Fabiano Fernandes da Silva e Wonder Passoni Higino, por todas as
oportunidades que me ofereceram, por todo incentivo, dedicao e cooperao.
Aos amigos que fizeram parte desses momentos sempre me ajudando
eincentivando.
Aos meus colegas de laboratrio que participaram diretamente deste trabalho
eme ajudaram em todos os momentos durante as intervenes.
Aos meus colegas de mestrado por toda ajuda durante esses dois anos, pelo
carinho e cuidado em todos os momentos.
Por fim, a Coordenao de Aperfeioamento do Pessoal de Educao
Superior (CAPES) pela bolsa de mestrado concedida.
VII
RESUMO
O objetivo deste estudo foi investigar os efeitos do treinamento com o Nintendo Wii
sobre a aptido fsica e qualidade de vida de idosos. No experimento I, 10 idosas
(58,0 6,4 anos) foram submetidas ao treinamento com o Wii composto de 8
sesses, durao de 60 min cada, frequncia de 2 vezes por semana, durante 4
semanas. Foram analisados parmetros antropomtricos, a capacidade funcional
pelo teste de aptido fsica para idosos (TAFI), equilbrio pela Escala de Berg (EEB)
e qualidade de vida usando o questionrio SF-36. Foi utilizado o teste t de Student
para comparar as situaes pr e ps. Aps o treinamento houve melhora (P<0,05)
nos seguintes parmetros: circunferncia da cintura; teste levantar, ir e voltar e; no
SF-36, uma melhora nos domnios dor e sade geral, bem como na dimenso sade
fsica.No experimento II, 6 idosas (65,0 9,0 anos) participaram do treinamento com
Wii composto de 24 sesses, durao de 60 min cada, frequncia de 3 vezes por
semana, durante 8 semanas. Foram analisados parmetros antropomtricos, TAFI,
EEB e o desempenho no Balance Bubble Test (BBT) do Wii Fit Plus. Alm disso, foi
realizada a correlao entre os resultados da EEB com o BBT. Foi aplicada a anlise
de varincia (ANOVA) para comparar as situaes pr, 4 e 8 semanas. Utilizou-se o
teste de correlao de Pearson (r) para correlacionar os resultados da EEB e BBT.
Aps o treinamento observou-se a manuteno de todas as variveis. O coeficiente
de correlao foi considerado moderado (r=0,66).Por fim, no experimento III 17
idosos (65,1 7,0 anos) participaram do treinamento com o Wii composto por 18
sesses, durao de 60 min cada, frequncia de 3 vezes por semana, durante 6
semanas.
Foram
analisados
parmetros
isocinticos
de
funo
muscular
VIII
IX
XI
LISTA DE FIGURAS
Figura 1.
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Figura 2.
47
Figura 3.
Figura 4.
47
48
Figura 5.
50
Figura 6.
51
Figura 7.
51
Figura 8.
52
Figura 9.
53
Figura 10.
53
Figura 11.
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Figura 12.
55
Figura 13.
55
Figura 14.
55
Figura 15.
Tarefa 5 Transferncia.................................................................
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Figura 16.
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Figura 17.
56
Figura 18.
57
Figura 19.
57
Figura 20.
Tarefa 10 Virar-se e olhar para trs por cima dos ombros para
ambos os lados..............................................................................
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Figura 21.
58
Figura 22.
58
Figura 23.
58
Figura 24.
59
Figura 25.
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XII
Figura 26.
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Figura 27.
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Figura 28.
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Figura 29.
Diagrama experimental...................................................................
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Figura 30.
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XIII
LISTA DE TABELAS
Tabela 1.
Tabela2.
42
66
Tabela 3.
73
Tabela 4.
74
Tabela 5.
Tabela 6.
76
78
XIV
ACSM
ACTH
Hormnio adrenocorticotrfico
AHA
AIVD
AVD
AVE
BBS
BBS-FR
BBT
BESS
BIA
Bioimpedncia eltrica
CC
Circunferncia da cintura
CeCAES
CEP
Cm
Centmetros
COP
Centro de Presso
DP
Duplo Produto
EEB
EXG
Exergames
FC
Frequncia Cardaca
Gramas
GEP-CS
IBGE
Joule
kg
Quilograma
kHz
Quilohertz
LAFAV
Metro
XV
m-CTSIB
MMII
Membros Inferiores
N.m
Newtons-metro
OMS
PA
Presso Arterial
PAR-Q
PELC
Pot mdia
Potncia mdia
PSF
PT
Pico de torque
PT mdio
PT/PC
QoL
Qualidade de Vida
Rep
Repeties
RV
Realidade Virtual
Segundo
SF 36
The Medical Outcomes Study 36- item Short- Form Health Survey
SNC
TAFI
TT
Trabalho total
WBB
Microampre
XVI
SUMRIO
1. INTRODUO................................................................................................
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20
20
2. REVISO BIBLIOGRFICA...........................................................................
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22
23
25
27
28
31
32
34
35
39
3. MATERIAIS E MTODOS..............................................................................
42
42
3.2.Amostra...................................................................................................
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3.5. Intrumentos.............................................................................................
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49
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63
3.6. Procedimentos........................................................................................
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70
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4. RESULTADOS...............................................................................................
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5. DISCUSSO..................................................................................................
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6. CONCLUSO.................................................................................................
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REFERNCIAS BIBLIOGRFICAS...................................................................
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107
18
1. INTRODUO
O envelhecimento populacional um fenmeno mundial decorrente de diversos
fatores, tais como, melhorias do conhecimento cientfico acerca do idoso,
urbanizao adequada das cidades, melhoria nutricional, elevao dos nveis de
higiene pessoal e ambiental, bem como inmeros avanos tecnolgicos, os quais
impactaram diretamente na queda da mortalidade (MENDES et al, 2005). No Brasil,
dados do Instituto Brasileiro de Geografia e Estatstica (IBGE) sugerem que a
populao idosa representar 15% da populao brasileira at o final da segunda
dcada do sculo XXI (IBGE, 2008a). Entretanto, a sociedade brasileira no est
preparada para essa mudana no perfil populacional e, embora as pessoas estejam
vivendo mais, a qualidade de vida no acompanha essa evoluo (IBGE, 2010).
O processo de envelhecimento acompanhado por inmeras modificaes
estruturais e fisiolgicas, tais como enfraquecimento da constituio ssea,
enrijecimento das articulaes, diminuio acentuada de massa muscular e do
estmulo neural, contribuindo para perda de equilbrio, fora muscular e prejuzo no
controle
postural
(NASRI,
2008;TOLEDO;
BARELA,
2010),
que
limita
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20
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2. REVISO BIBLIOGRFICA
Esta reviso abordou os principais aspectos fisiolgicos e funcionais relacionados ao
envelhecimento, assim como os benefcios da prtica de atividade fsica regular para
os idosos e as aplicaes do treinamento em RV, mais precisamente quanto ao uso
do console Nintendo Wii. Dessa forma, as descries a seguir visam o entendimento
acerca do processo de envelhecimento e as respostas e adaptaes dos idosos
submetidos ao programa de treinamento com o Nintendo Wii, bem como o possvel
potencial clnico desta ferramenta.
23
24
25
2005).
As
modificaes
significativas
na
composio
corporal,
26
27
28
29
30
31
O conceito de QoL adotado pela Organizao Mundial de Sade (OMS), dada suas
caractersticas de subjetividade, multidimensionalidade e bipolaridade, considera a
percepo do indivduo de sua posio na vida no contexto de cultura e sistema de
valores nos quais ele vive e em relao aos seus objetivos, expectativas, padres e
preocupaes. Um amplo conceito de classificao influenciado diretamente pelas
condies fsicas, psicolgicas e sociais do indivduo(WHOQOL, 1995). Com o
passar dos anos, inmeros fatores influenciam de forma negativa a qualidade de
vida do idoso, dentre estes, destacam-se as modificaes morfolgicas e funcionais
relacionadas ao envelhecimento que levam a incapacidade funcional (FLORIANO;
DALGALARRONDO, 2007); maior ndice de doenas (BELVISet al, 2008); e o
sedentarismo (MINGHELLI et al, 2013).
O processo de envelhecimento determina alteraes no aparelho locomotor,
levando a limitaes nas AVDs como os cuidados pessoais, bem como nas
atividades instrumentais de vida diria (AIVD) que incluem o convvio social. Com
isto, comprometem diretamente a qualidade de vida dos idosos, tendo em vista que
um dos fatores determinantes para preveno da capacidade funcional o nvel de
relaes sociais do indivduo. A incluso social com a participao de atividades em
grupos, independente do trabalho e da famlia, so propostas chave para um
envelhecimento ativo (DE LUCA; BONACCI; GIRALDI, 2010; MARTINS et al, 2009).
Outro aspecto relevante so os fatores de risco quedas que aumentam
significativamente em pessoas idosas, comprometendo ainda mais a qualidade de
vida desta populao (NICOLUSSI et al, 2012). Dessa maneira, as AVDs que
necessitam de equilbrio e maiores movimentos corporais tero prejuzo funcional
tambm prejudicando atividades sociais e domsticas dos idosos (ARATANI et al,
2006).
Como consequncia o medo de cair faz com que os idosos evitem a
participao em determinadas atividades sociais ou at mesmo de realizar suas
tarefas bsicas de vida diria (NICOLUSSI et al, 2012). Em casos mais avanados o
medo de cair acompanhado por sintomas psicolgicos como a angstia, ansiedade,
ataques de pnico, medo de sair sozinho, despersonalizao e depresso,
interferindo nas atividades sociais do indivduo (GAZZOLA et al, 2009). Contudo,
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33
34
doenas (SILVEIRA et al, 2013). A reduo destes sintomas pode ser explicada pelo
aumento
da
liberao
de
hormnios
como
as
catecolaminas,
hormnio
adrenocorticotrfico (ACTH) e vasopressina, bem como neurotransmissores como endorfina, dopamina e serotonina, favorecendo a diminuio da viscosidade
sangunea e, com isto, propiciando um efeito tranquilizante e analgsico (CHEIK et
al, 2003). A liberao de serotonina, por exemplo, atua diretamente na formao de
memrias relacionadas ao medo, diminuindo as respostas geradas por eventos
considerados ameaadores (JOCA; PADOVAN; GUIMARES, 2003).
No entanto, os benefcios promovidos pelo treinamento em qualquer idade
dependem da manipulao de vrios fatores, dentre os quais se destacam a
intensidade, volume, pausas e frequncia de treinamento. Fatores estes que
derivam da combinao do nmero de repeties, sries e sobrecarga, bem como
os intervalos entre as sries e os exerccios, sequncia das atividades prescritas e a
velocidade de execuo dos movimentos (ACSM, 2002; WOLFE; LEMURA; COLE,
2004).
35
O console Nintendo Wii, considerado o mais popular EXG do mundo devido a sua
simplicidade e seu baixo custo (SAPOSNIK et al, 2010), foi criado em 2001 pela
empresa japonesa Nintendo (BUTLER; WILLETT, 2010). No entanto, foi oficialmente
36
lanado em novembro de 2006 nos principais mercados de vdeo games. O Wii foi
apresentado pela Nintendo como um console de videogame domstico onde a
principal inovao era a deteco dos movimentos do usurio por meio de
dispositivos sem fio, com isto permitindo que o jogador usufrusse do jogo e ao
mesmo tempo praticasse atividade fsica, em uma maneira de associar diverso e
exerccio fsico (NINTENDO, 2009).
Os principais componentes Nintendo Wii so seus dispositivos de controle
dos jogos: o Wii remote e o WBB. Tais acessrios permitem aos jogadores interagir
com o jogo ao movimentar-se (FINCO; FRAGA, 2013). O Wii remote contm um
sensor que permite ao dispositivo a localizao e o movimento em trs dimenses.
Possui tambm uma pequena caixa de udio que reproduz sons prximos ao
jogador, aumentando o grau de realismo dos jogos (FINCO; FRAGA, 2013). J o
WBB uma plataforma que contm mltiplos sensores de presso. A partir desse
perifrico possvel calcular o centro de gravidade dos voluntrios, bem como a
distribuio de foras dos membros inferiores (MMII) na posio ortosttica durante
os testes de equilbrio oferecidos por alguns softwares, como o Wii Fit Plus. O WBB
um instrumento clnico validado e de alta confiabilidade quando comparado com a
plataforma de fora (CLARK et al, 2010).
Dentre os jogos oferecidos pela Nintendo para o console Wii com o propsito
de favorecer a prtica de atividade fsica, destaca-se o Wii Fit Plus. Lanado em
2009, uma verso melhorada do Wii Fit, o conjunto desses jogos tem como intuito
passar aos seus usurios elementos que compem uma vida saudvel,
apresentando dicas sobre nutrio, hidratao e cuidados com o corpo, como
correo postural, alongamentos diversos, perodos de descanso noturno e
utilizao de roupas confortveis para a realizao dos exerccios (FINCO; FRAGA,
2013).
O Wii Fit Plus apresenta cerca de 50 exerccios diferentes, agrupados em
cinco categorias: yoga, exerccios de equilbrio, exerccios aerbios, exerccios de
fortalecimento muscular e training plus, este ltimo especfico do Wii Fit Plus
(NINTENDO, 2009). Os jogos da categoria yoga associam exerccios respiratrios,
com conscincia corporal favorecendo treinamento postural e equilbrio, bem como
flexibilidade de tronco, membros inferiores e superiores. Os jogos da categoria
exerccios de equilbrio favorecem oscilaes corporais nos planos sagital, frontal,
transverso e tambm de forma multidirecional que favoreceria treinos proprioceptivos.
37
38
39
virtual, de forma que o risco de quedas fosse minimizado nas situaes reais.
Inserido neste contexto, novas pesquisas so conduzidas para melhor esclarecer a
incluso do Nintendo Wii em programas de treinamento para esta faixa etria.
RV
(CHAO;
SCHERER;
MONTGOMERY,
2014;
JORGENSEN,
2014;
40
vantajosas
suplementares
quando
comparados
aos
testes
41
42
3. MATERIAIS E MTODOS
3.1. Tipo de estudo
3.2. Amostra
antropomtricas
bsicas
dos
voluntriospara
cada
um
experimentos.
Tabela 1: Caractersticas antropomtricas bsicas dos voluntrios.
Experimento I
(n=10)
Experimento II
(n=6)
Experimento III
(n=17)
Idade (anos)
58,0 6,4
65,0 9
65,1 7,0
Peso (kg)
63,8 13,6
62,8 14,1
70,9 13,1
Altura (cm)
152,0 6
150,0 0,1
157,8 8,4
IMC (Kg/m2)
27,4 4,7
28,2 5,6
28,3 3,2
Caractersticas
dos
43
44
Distrbios vestibulares;
Imunossuprimidos ou imunodeficientes;
3.5. Instrumentos
O ambiente virtual foi simulado pelo console domstico Nintendo Wii (Figura 1)
durante os trs experimentos. Os dispositivos de entrada que permitiram o processo
de interao idoso-Wii foram: (a) controles Wii Remote, o qual dotado de um
acelermetro capaz de detectar movimentos em trs dimenses e se comunica via
wireless (Bluetooth) com o Sensor Bar; este ltimo, responsvel por detectar e
transmitir para o console os sinais infravermelhos gerados pelo Wii Remote; (b) Wii
Motion Plus adaptado ao Wii Remote. Com o uso desse acessrio, os movimentos
so reproduzidos com maior preciso, em tempo real (1:1) e com reproduo fiel dos
45
movimentos do jogador
dor n
na tela de projeo do ambiente virtual;
virtua (c) Wii Balance
Board que um instrumento
instrum
clnico validado e de alta confiabilidade
conf
quando
comparado com a platafor
lataforma de fora (CLARK et al, 2010), a partir
par desse perifrico
possvel calcular o centro
centr de gravidade dos voluntrios bem com
como a distribuio de
foras dos MMII na posio
posi
ortosttica durante os testes de eq
equilbrio oferecidos
pelo Wii Fit Plus, tais
is como,
co
(Body Teste): Single leg balance
ance test, Walking test,
Steadiness Test, Basic
sic B
Balance test e Agility test. (d) software
are W
Wii Fit Plus, o qual
apresenta cerca de 50 exerccios
ex
diferentes, agrupados em cinco categorias: yoga,
exerccios de equilbrio,
rio, ex
exerccios aerbios, exerccios de fortalec
rtalecimento muscular e
training plus.
46
- Massa Corporal Total: Foi avaliada em balana eletrnica, calibrada, com preciso
de 100 g. Os voluntrios foram orientados a trajar o mnimo de roupa possvel,
devendo estar em p, de costas para a escala da balana, com afastamento lateral
dos ps, no centro da plataforma, na posio anatmica com a massa do corpo
igualmente distribuda entre ambos os ps e com o olhar num ponto fixo sua frente.
- Circunferncia da cintura: Foi medida utilizando uma fita metlica com preciso de
0,1 cm e medida ao redor da cintura no ponto mdio entre a ltima costela e a crista
ilaca, com os sujeitos em p e aps uma expirao normal.
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48
49
A avaliao da funcionalidade foi realizada pelo teste de aptido fsica para idosos
(TAFI) nos experimentos I e II (RIKLI; JONES, 1997; RIKLI; JONES, 1999; RIKLI;
JONES, 2001). Os testes descritos neste protocolo foram definidos como testes de
funcionalidade que avaliam a capacidade para desempenhar atividades normais do
dia-a-dia de forma segura e independente, sem que haja uma fadiga indevida (RIKLI;
JONES, 2001). Os testes fsicos avaliados do suporte aos comportamentos
necessrios para desempenhar tarefas dirias, so: fora de membros inferiores e
superiores, flexibilidade de membros inferiores e superiores, agilidade e equilbrio
dinmico e capacidade aerbia.
Antes de iniciar a bateria de testes foi realizado um aquecimento de cinco a
dez minutos com movimentos de braos e pernas, alongamento de membros
inferiores e superiores alm de caminhadas curtas, com intuito de preparar os
voluntrios para os testes. A seguir a descrio de cada um dos testes propostos
pelo TAFI:
50
51
52
53
54
O equilbrio funcional foi mensurado com o uso da escala de Berg nos experimentos
I e II. A escala de Berg um instrumento validado, de avaliao funcional do
equilbrio composta por 14 tarefas com cinco itens cada e pontuao de 0 a 4 para
cada tarefa: sendo 0 a incapacidade de realizar a tarefa e 4 o escore atribudo
quando da realizao da tarefa independente. O escore total varia de 0 a 56 pontos.
Quanto menor for pontuao, maior o risco para quedas e, quanto maior a
pontuao, melhor o desempenho. (BERG et al, 1989; BERG et al,1992). A escala
foi adaptada para aplicao no Brasil por Miyamoto et al. (2004), apresentando em
cada item escores de 0-4 e um tempo determinado para cada tarefa. Alm disso,
tem como pontuao para risco de quedas, escore abaixo de 45 pontos. Para a
realizao da anlise dos dados, a escala de Berg foi dividida em grupos com
tarefas funcionais semelhantes: transferncias (itens 1, 4 e 5), provas estacionrias
(itens 2, 3, 6 e 7), alcance funcional (item 8), componentes rotacionais (itens 9, 10 e
11) e base de sustentao diminuda (itens 12, 13 e 14) (GAZZOLA et al, 2004).
Foram utilizados cronmetro e fita mtrica para avaliao dos idosos durante os
testes da escala de Berg. As tarefas da Escala de Berg esto representadas nas
figuras abaixo:
55
56
57
Figura 20: Tarefa 10 Virar-se e olhar para trs por cima dos ombros para
ambos os lados.
58
59
60
61
62
oprprio corpo.
quedas, pessoas saudveis com idade entre 60 e 71 anos devem apresentar uma
oscilao entre 0,9 e 3,7 graus; e pessoas com idade entre 72 e 89 anos podem
oscilar seu COP de 2,0 a 4,0 graus na plataforma (PARRACA et al, 2011).
63
Figura 27: Visor de feedback Biodex Balance System.O trao verde indica a
oscilao do COP durante o teste.
com
sade
mental
geral
(AE+AS+SM)
sade
fsica
3.6. Procedimentos
64
65
66
Tabela 2: Descrio das categorias dos jogos do Wii Fit Plus e demandas motoras e cognitivas correspondente a cada categoria.
Categorias
Yoga
Equilbrio
Descrio
Associam
exerccios
respiratrios,
com
conscincia
corporal
favorecendo treinamento
postural e equilbrio, bem
como
flexibilidade
de
tronco, membros inferiores
e superiores.
Favorecem
oscilaes
corporais
nos
planos
sagital, frontal, transverso
e tambm de forma
multidirecional
que
beneficia
treinos
proprioceptivos.
Demanda Motora
Deslocamento
multidirecional e controlado
do centro de massa em
situaes
estticas
e
dinmicas, e variando em
velocidades rpidas e lentas
de acordo com demanda
dos jogos.
Demanda Cognitiva
Manter
a
ateno
constante e reproduzir
os
movimentos
do
instrutor virtual, de
acordo com o feedback
visual
e
sonoro
proposto pelo software.
Jogos
utilizados
Experimentos
I
II
III
Chair
Deep Breathing
Half Moon
Snake
Spinal twists
Standing Knee
Sun Salutation
Triangle
Planejamento
dos Balance Bubble
movimentos em direo
aos alvos ou metas Penguin Slide
estabelecidas
pelos Tightrope Walk
jogos e controle do
tempo para finalizao
das tarefas.
67
Training Plus
Aerbico
Associam exerccios de
mobilizao articular ativa,
com coordenao motora e
treino de equilbrio.
Deslocamento
multidirecional e controlado
do centro de massa em
situaes
estticas
e
dinmicas, coordenao dos
movimentos dos membros
inferiores
e
membros
superiores utilizando WBB e
Wii remote variando em
velocidades rpidas e lentas
de acordo com demanda
dos jogos e exigi acelerao
e desacelerao constante.
Simulam caminhada ou
corrida, e demonstram-se
adequados para melhora
do
condicionamento
cardiovascular.
Deslocamento
multidirecional em situaes
dinmicas, movimentos de
flexo e extenso do joelho,
controle
rtmico
de
alternncia
de
passo
determinado pelos jogos,
caminhadas
e
corridas
curtas, habilidade de subir e
descer
degraus
rapidamente.
68
Fortalecimento Favoreceram a ativao
Muscular
muscular intersegmentar,
ou seja, exerccios que
tambm
exigiro
coordenao motora.
Manter
a
ateno
constante e reproduzir
os
movimentos
do
instrutor virtual, de
acordo com o feedback
visual
e
sonoro
proposto pelo software.
Lunge
Plank
Slide lunge
Torso Twist
Triceps
Extension
69
Figura 29: Diagrama experimental.TAFI = Teste de aptido fsica para idosos; EEB = Escala de
Equilbrio de Berg;QoL= Qualidade de vida;BBT = Balance Bubble test; MMII= Membros inferiores.
70
3.6.1.1. Experimento I
Participaram desse estudo dez voluntrias idosas e sedentrias (58 6,4 anos, 63,8
13,6 kg, 152 6 cm, e IMC de 27,4 4,7 kg/m2). A rotina experimental constou de:
(a) avaliao preliminar dos parmetros antropomtricos, TAFI, EEB, e QoL; (b)
protocolo de treinamento com RV promovido pelo Nintendo Wii e (c) Avaliao final
dos mesmos parmetros avaliados anteriormente.
O treinamento com o Wii foi composto de oito sesses com durao de
60 min cada e uma frequncia de duas vezes por semana, com durao total de
quatro semanas, e foi realizado em dois grupos de cinco voluntrias cada.Cada
sesso foi estruturada com a aplicao de 16 jogos virtuais (Wii Fit Plus) em trs
fases: Aquecimento (Deep Breathing, Standing Knee, Chair, Penguin Slide e
Balance Bubble), Treinamento propriamente dito (Tily City, Perfect 10, Sideways Leg
Lift, Slide Lunge, Plank, Triceps Extension, Basic Run e Basic Step) e Resfriamento
(Triangle, Half Moon, e Snake), necessariamente nesta ordem.
3.6.1.2. Experimento II
71
De acordo com resultados obtidos nos experimentos I e II, o experimento III foi
estruturado com uma nova interveno, considerando a necessidade de um nmero
maior de participantes e instrumentos de avaliao de maior confiabilidade. Assim,
participaram deste estudo17 idosos e fisicamente ativos (65,1 7,0 anos, 70,9
13,1 kg, 157,8 8,4 cm, 28,3 3,2 kg/m2). A rotina experimental foi composta de: (a)
Avaliao preliminar dos parmetros da funo muscular isocintica e equilbrio
postural; (b) protocolo de treinamento com RV promovido pelo Nintendo Wii e (c)
Avaliao final dos mesmos parmetros avaliados anteriormente.
O treinamento com jogos do console Nintendo Wii ocorreu durante seis
semanas, com frequncia de trs vezes por semana e durao de 60 min cada
sesso. As sesses foram realizadas em grupo. Cada sesso foi estruturada com a
aplicao de 15 jogos virtuais usando o software Wii Fit Plus em trs fases: (a)
Aquecimento (Half Moon, Sun Salutation, Chair, Tightrope Wal e Penguin Slide),
Treinamento propriamente dito (Obstacle Course, Sideways Leg Lift, Lunge, Slide
Lunge, Torso Twist, Basic Run e Basic Step) e Resfriamento (Triangle, Spinal Twists
e Snake).
72
4. RESULTADOS
4.1. Resultados obtidos no experimentoI
73
Experimento I
AvaliaoAntropomtrica
Pr
Ps
Valor P
61,5 11,9
58,4 9,7
P=0,2186
80,6 5,6
78,1 6,1*
P=0,0478
% Massa magra
72,8 4,3
74 5,4
P=0,2835
% gordura
27,2 4,3
24,4 6,5
P=0,3074
41,2 4,2
41,9 3,2
P=0,5602
15,4 3,2
14,8 3,8
P=0,5841
Pr
Ps
Valor P
10,3 2,9
12 2,8
P=0,0948
14,1 2,8
15,3 3,1
P=0,3716
3,25 11,8
5,9 8,4
P=0,2984
5,9 1,4
4,9 1,5 *
P=0,0030
542,8 89,04
570,2 79,85
P=0,6788
Pr
Ps
Valor P
Transferncia
12 0,0
12 0,0
P=1,0000
Provasestacionrias
16 0,0
16 0,0
P=1,0000
Alcancefuncional
3,6 0,5
3,8 0,4
P=0,1705
Componentesrotacionais
11,6 0,7
11,6 0,5
P=1,0000
Base de sustentaodiminuda
10,1 1,7
11,2 2,1
P=0,3630
Escore total:
53,3 2,4
54,75 1,5
P=0,1564
Avaliao da Funcionalidade
Avaliao de Equilbrio
Grupamento das tarefas de Berg
Pr
Ps
Valor P
75 21,0
81,6 13,0
P=0,3122
AspectosFsicos
88,8 13,2
86,1 33,3
P=0,8337
Dor
45,6 24,2
81,1 33,3*
P=0,0022
59,7 15
69,7 16,6*
P=0,0085
Vitalidade
66,6 20,9
71,6 17,7
P=0,2165
Aspectossociais
93,1 16,7
88,8 19,2
P=0,1950
AspectosEmocionais
74,1 43,4
74,1 36,4
P=0,9993
Sade Mental
71,5 20,0
71,1 20,3
P=0,8864
Pr
Ps
Valor P
SadeFsica
335,9 58,1
390,3 99,1*
P=0,0206
238,7 68,4
234,1 63,4
P=0,7837
CapacidadeFuncional
Dimenses
74
Experimento II
AvaliaoAntropomtrica
Pr
4 semanas
8 semanas
57,34 8,6
56,62 8,3
56 9,0
78,6 8,7
78,25 8,6
76,17 8,6
% Massa magra
76,5 3,3
72,3 6,5
72,7 6,3
% gordura
23,5 3,3
27,7 6,5
27,3 6,3
41,4 3,2
42 4,2
40,4 4,2
12,8 2,9
16,3 5,8
15,6 6,2
Avaliao da Funcionalidade
Pr
4 semanas
8 semanas
12,4 2,5
12,0 2,2
12,7 2,3
17 2,2
15,17 2,9
17 2,3
6,2 12,9
9,7 9,2
12,7 8,5
6,2 1,8
5,8 0,8
4,7 1,2
501 107
486,6 113
555,6 110
Pr
4 semanas
8 semanas
11,8 0,4
11,8 0,4
12 0,0
Provas estacionrias
16 0,0
16 0,0
16 0,0
Alcance funcional
3 0,0
3,8 0,4
3,8 0,4
Componentes rotacionais
11,2 0,8
11,2 0,8
11,8 0,4
9,2 2,9
10,7 2,1
11,3 0,8
Total score:
51,2 3,8
53,5 3,1
55 0,9
Pr
4 semanas
8 semanas
698,0 436,7
860 353,4
716,2 400,9
Avaliao de Equilbrio
Grupamentos das tarefas de Berg
Transferncia
75
1500
1000
R2 = 0,4389
r = 0,6625
P = 0,0071
500
0
40
45
50
55
60
Escala de Berg
Figura 30: Correlao dos resultados obtidos na Escala de Equilbrio de
Berg e no Balance Bubble testno experimento II.
76
Tabela 5:Resultados obtidos no experimento III a partir da avaliao isocintica.
Extenso (quadrceps)
60/s
Variveis
120/s
Pr
Ps
Valor P
Delta
Pr
Ps
Valor P
Delta
85,7 23,4
92,1 23,6
P=0,08
6,4
7,3
69,0 20,8
75,5 19,9**
P<0,05
6,5
9,4
7,6
6,1
8,4
8,4
73,2 20,7
79,1 21
P=0,0671
5,9
8,0
63 19,0
68,5 17,8**
P<0,05
5,5
8,7
44,4 12,5
48,7 13,2
P=0,0695
4,3
9,6
62 17,8
67,9 19,4**
P<0,05
6,0
9,5
74,9 23,1
81,2 22,9
P=0,1465
8,4
30,1
55,7 16,4
60,8 16,6**
P<0,05
5,1
9,1
Flexo (Isquiotibiais)
60/s
Variveis
Valor P
Delta
Pr
Ps
Valor P
Delta
P<0,05
5,7
15,7
27,8 16
33,7 17,6**
P<0,05
6,0
21,2
61,1 28,2**
P<0,05
8,1
15,2
40,4 24,6
49,2 27,7**
P<0,05
8,8
21,7
P<0,05
6,7
19,7
26,5 17,2
32,3 19,9
P=0,325
5,8
21,8
17,7 11,9
P=0,223
4,4
25,4
20,4 16,5
26,1 19,9
P=0,248
5,7
27,9
P<0,05
7,1
10,94
20,1 14
24,8 16
P=0,272
4,7
23,3
Pr
Ps
120/s
22,2 13,0
77
78
Tabela 6:Resultados obtidos no experimento III a partir da avaliao de equilbrio postural por
meio da plataforma Biodex balance system.
Pr
Ps
Valor P
Delta
Oscilao ntero-posterior
0,71 0,4
0,53 0,2
P=0,0895
-0,2
-25,3
Oscilao mdio-lateral
0,56 0,4
0,41 0,2
P=0,0895
-0,2
-26,7
Oscilao geral
P=0,0203
-0,3
-25,2
Oscilao ntero-posterior
1,58 1,1
P=0,0762
-0,5
-34,1
Oscilao mdio-lateral
P=0,0144
-0,4 -43,61
Oscilao geral
P=0,0299
-0,7 -36,31
P=0,09
-0,1 -12,63
BESS
Bipodal
0,95 0,3
0,83 0,2
Unipodal
P=0,0172
-0,5
-25,1
Escore mdio
P=0,0094
-0,3
-21,8
Olhos abertos
0,73 0,2
0,78 0,3
P=0,4778
+0,1
6,8
Olhos Fechados
1,33 0,5
1,41 0,5
P=0,6238
+0,1
6,0
Escore mdio
1,03 0,3
1,09 0,3
P=0,4681
+0,1
5,8
P=0,0008
-0,4
-26,6
m-CTSIB
Risco de Quedas
Escore total
79
5. DISCUSSO
resultados
positivos
para melhora
80
visceral
alto
risco
para
distrbios
metablicos
81
82
83
84
suplementares
quando
comparadas
aos
demais
testes,
85
86
87
88
89
Esses autores
tambm consideraram os jogos do Wii Fit Plus como uma ferramenta positiva para
treinamento de equilbrio em idosos asilados.
Por outro lado, Vernadakis et al. (2012) avaliou o equilbrio postural de
estudantes universitrios por meio da plataforma BBS aps 8 semanas de
treinamento de equilbrio utilizando jogos do Wii Fit Plus. Os resultados
apresentaram melhora no teste de estabilidade postural em apoio unipodal para o
grupo que realizou exerccios com Nintendo Wii, bem como pra o grupo que realizou
treinamento de equilbrio convencional. Diante disso, os autores ressaltaram a
eficcia dos jogos do Wii para treinamento de equilbrio.Park, Lee e Lee (2014)
avaliaram o efeito do treinamento com Nintendo Wii sobre a atividade muscular do
tronco e membros inferiores associados ao equilbrio aps seis semanas de
90
91
6. CONCLUSO
De acordo com as trs situaes experimentais apresentadas nessa dissertao, os
resultados obtidos nos permitem concluir que:
1. Aps quatro semanas, o treinamento com Nintendo Wii promoveu:
Melhora nos parmetros de sade fsica relacionados QoL medida pelo SF36;
Reduo na medida da circunferncia da cintura;
Manuteno das variveis relacionadas a equilbrio e risco de quedas
medidos pela EEB;
Melhoras no teste levantar, ir e voltar do protocolo TAFI.
92
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ANEXO A
Termo de aprovao do projeto pelo Comit de tica em Pesquisa
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ANEXO B
Submisso do artigo cientfico
Artigo submetido revista International Journal of Morphology na data
de01.04.2015
CORRESPONDENCE TO:
Renato Aparecido de Souza, PhD
Grupo de Estudos e Pesquisa em Cincia da Sade, Instituto Federal de Educao, Cincia e
Tecnologia do Sul de Minas Gerais, Cmpus Muzambinho, Minas Gerais, Brazil
Rua Dinah ,75, Cana, Muzambinho, 37890-000, Minas Gerais, Brazil
Fone: +55 (35) 3571-5117
E-mail: tatosouza2004@yahoo.com.br
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SUMMARY: This study investigated two protocols of Wii-training, varying in duration on functional
parameters in healthy elderly people. In addition, examine the correlation between the Berg Balance
Scale (BBS) score and the Balance Bubble test (BBT). First, an experiment (Exp. 1) to examine the
acute effects of Wii-training on anthropometric variables, the Senior Fitness Test (SFT), balance
(BBS), and quality of life (QoL) was performed. Then, a second experiment (Exp. 2) was performed to
assess the chronic effects of Wii-training on anthropometric variables, SFT, BBS and BBT, as well as
run a correlation between the results of the BBT and BBS. For Exp. 1, the student t-test was applied to
compare the prior versus post situation. For Exp. 2, an analysis of variance (ANOVA) was applied to
compare the three experimental time points (baseline, 4 and 8 weeks). A Pearson correlation (r) test
was used to examine the relationship between the results of the BBS and BBT.In Exp. 1, a reduction
of 3.1% in waist circumference was shown, as well as an increase of 17% in the up-and-go test in
the SFT, and improvement in the domains of pain (77.8%), general health (16.7%), and physical
health dimension (16.19%) in QoL after Wii-training (p<0.05). In Exp. 2, maintenance of all variables
studied was shown. Also, a moderate correlation between the BBS and BBT (r=0.66) was
observed.Wii-training is beneficial for the maintenance of balance, functional capacity, QoL, and
anthropometric profile (waist circumference) in the healthy elderly.
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INTRODUCTION
Aging is accompanied by a marked decline in functional capacity, i.e. the loss of
physical and mental skills necessary to perform basic and instrumental activities of daily
living (Brady et al., 2014). Other factors also affected is the progressive degeneration of the
systems responsible for posture, including the somatosensory, visual and vestibular system,
one of the main causes that leads to loss of balance, thus increasing the risk of falls (Muir et
al., 2010). These changes reflect negatively on functional mobility and balance in the elderly
because they affect the effectiveness of postural and motor control (Pasma et al., 2014).
In recent years, the number of studies related to technology in the health of the elderly
has grown, among them virtual reality (VR) (Nap et al., 2009), which has demonstrated
therapeutic efficacy (Mirelman et al., 2011). VR is an interactive computer technology that
can create the illusion for the user of being immersed in an artificial world (Gyeong et al.,
2014). The benefits of implementing a VR program can transcend the purely physiological
and clinical aspects, since this technology favours the use of motivational elements that can
facilitate changes in psychosocial, cultural and educational aspects, this is ultimately
understood as learning resources and technical skills for expanded use in society (Holden,
2005).
Research studies have shown promising results for the use of Nintendo Wii in fall
prevention and improvement in functional capacity of the elderly (Sposito et al., 2013; Rojas
et al., 2010). In a preliminary study, Sposito et al. (2013) showed positive results on the
parameters related to functional capacity, balance, and QoL undergoing a training protocol
with the Nintendo Wii Fit games. Similarly, Rojas et al. (2010) observed an improvement in
balance and postural control in elderly persons as early as the third week of training with
Nintendo Wii. However, studies are still inconclusive and further research should be
conducted to clarify the inclusion of Nintendo Wii in training programs for seniors.
Another investigative approach has examined the correlation of scores of Wii games
with measures and standard instruments such as the Berg Balance Scale (BBS), and force
platform (Changet al., 2013; Reed-Jones et al., 2012; Wikstrom, 2012). Reed-Jones et al.
(2012) in a study with 34 subjects examined the correlation between balance tests proposed in
Wii Fit Plus with standardized tests of physical fitness for seniors. The results indicated that
balance tests might provide additional and advantageous information when compared with
standardized tests of functional mobility and balance. In contrast, Wikstrom (2012) conducted
correlations of balance tests with the scores proposed by Wii Fit games and did not find high
validity and reliability intra and inter sessions.
Thus, owing to the current lack of clarity of Wii-training on elderly functionality and
in the use of Wii scores to evaluate balance training in clinical and home settings, the aim of
this study was to assess two protocols of Wii-training, varying in duration and games selected
on functional parameters in the non-institutionalized elderly and the functionally independent.
First, an experiment was performed to analyse the acute effects of Wii-training (4 weeks) on
anthropometric variables, functional capacity, balance, and QoL. Then, a second experiment
was performed to assess the chronic effects of Wii-training (8 weeks) and to evaluate the
correlation of Wii balance score (BBT) with a standardized balance measure (BBS).
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Virtual environment
The experimental procedures were performed at the Laboratory of Physical Activity in Virtual
Environment (LAFAV, IFSULDEMINAS, Cmpus Muzambinho, Minas Gerais, Brazil). This
laboratory has six Nintendo Wii (Nintendo, Kyoto, Japan) consoles with accessories and allowed for
training to be conducted in a group. Each volunteer had a physical area of approximately 25 m2 to
carry out the training and was 1.5 m in front of the television set that reproduced the virtual
environment.
The Nintendo Wii console simulated the virtual environment. The input devices that allowed
the Wii interaction process for the elderly volunteers were: (a) Wii Remote, which is equipped with an
accelerometer capable of detecting motion in three dimensions and communicates via wireless
(Bluetooth) with the Sensor Bar, which is responsible for detecting and transmitting to the console
infrared signals generated by the Wii Remote; (b) Wii Motion Plus adapted to Wii Remote; thus, the
movements are reproduced more accurately, in real time (1:1) and faithful reproduction of the player's
movements on the projection screen virtual environment; (c) balance board, which is a validated
clinical instrument and has shown high reliability when compared with the force platform (Clark et al.,
2010); and (d) the Wii Fit Plus software, which has about 50 different exercises grouped into five
categories: yoga, balance exercises, aerobic exercises, muscle strength exercises, and training plus
(Table I).
Anthropometric Assessment
The anthropometric examination was performed by a single examiner who evaluated weight,
height, and waist circumference. Body Mass Index (BMI) was determined by the following equation:
BMI = weight (kg) / [height (m)]2.
Body composition was determined using a single-frequency (50 kHz) impedance analyser
(model BIA 101Q; RJL Systems, Detroit, USA) to obtain measures of resistance. A tetrapolar
placement of electrodes on the right hand and foot was employed with the participant in the supine
position. These procedures allowed acquisition of the following parameters: body fat mass, fat
percentage, total body water, and fat free mass. For these assessments the volunteers were instructed to
follow the following recommendations: drink at least two litres of fluid the day before; do not perform
physical exercise or use a sauna 24 hours before the test; inhibit the use of alcohol and coffee 48 hours
before the examination; and avoid the use of diuretic drugs 12 hours before the exam. On exam day,
compliance with the recommendations was verbally verified, and only if positive the test was
performed.
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Functionality Assessment
The evaluation of functionality was performed using the Senior Fitness Test (SFT) (Rikli and
Jones, 2001). The SFT assessments were made in the order presented: chair stand test for lower body
muscle strength (number within 30 seconds); arm curl test for upper body muscle strength (number
within 30 seconds); chair sit and reach test for lower body flexibility (distance between fingers and
toe); 2.45 m up-and-go test for power, speed, agility and dynamic balance (time to rise, walk 2.45 m
and return to the chair); and six-minute walk test to measure cardiovascular endurance (distance
walked in six minutes). Testretest reliability of the SFT is reported to be high to very high in a
normal older population (Intraclass Correlation Coefficient (ICC) = 0.810.98).
Assessment of Balance
Functional balance was measured using the Berg scale (BBS) (Berg et al., 1989). Fourteen
functional tasks organized into five dimensions were applied: transfers, stationary tests, functional
reach, and rotational components based on reduced support. Each task was assigned a score from 0 to
4 according to the performance of the volunteers, with 0 being the inability to perform the task and a 4
assigned to performing the task independently. The total score ranged from 0 to 56, and a risk of
falling was considered for a score below 45 points.
In Experiment 2, the Balance Bubble test (BBT) was also used to determine balance during
this Wii task. In this test, the avatar (virtual representation of volunteers) is encased in a bubble and
the elderly volunteer is required to shift their weight on the WBB aiming to move the avatar in a river
dodging obstacles that can burst the bubble. The Balance Bubble requires delicate and controlled
movements of the body centre of mass in the anterior-posterior and lateral-lateral directions, similar to
many exercises to improve postural control. The subject was verbally encouraged to reach the end of
the course in the shortest time possible. The score of this game reflects the distance travelled by the
bubble on the river without bursting. If a volunteer reaches the end of the route she would have the
highest score, which was established as 1300 points. We also considered the highest score obtained in
three attempts.
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Experimental design 1
Ten female elderly volunteers participated in the study (58 6.4 years, 63.8 13.6 kg, 152 6
cm, and BMI 27.4 4.7 kg/m2). The experimental routine consisted of: (a) a preliminary assessment
of the anthropometric parameters, SFT, BBS, and QoL; (b) training protocol with VR promoted by
Nintendo Wii; and (c) final evaluation of the same parameters previously evaluated. In addition, a
researcher individually monitored all training.
The VR training consisted of eight sessions lasting 60 minutes each and a frequency of two
times per week. All exercise training was for four weeks. Each session was structured with the
application of 16 virtual games (Wii Fit Plus) in three stages: warm up (Deep Breathing, Standing
Knee, Chair, Penguin Slide, and Balance Bubble), training (Tily City, Perfect 10, Sideways Leg Lift,
Slide Lunge, Plank, Triceps Extension, Basic Run, and Basic Step), and cool down (Triangle, Half
Moon, and Snake), necessarily in that order. The training was performed in groups of five volunteers
each.
Experimental design 2
Six female elderly volunteers participated in the study (65 9 years, 63.8 13.6 kg, 152 6
cm, and BMI 27.4 4.7 kg/m2). The experimental routine consisted of: (a) a preliminary assessment
of the anthropometric parameters, SFT, BBS, and the score of BBT; (b) training protocol with VR
promoted by interaction with the Nintendo Wii console; and (c) final evaluation of the same
parameters previously evaluated. In addition, a researcher individually monitored all training.
The VR training occurred over eight weeks, with a frequency of three times per week and
lasting 60 minutes each session. The training was performed in a group (n=6). Each session was
structured with the application of 15 virtual games using Wii Fit Plus software in three stages: warm
up (Half Moon, Sun Salutation, Chair, Tightrope Walk, and Penguin Slide), training (Obstacle Course,
Sideways Leg Lift, Lunge, Slide Lunge, Torso Twist, Basic Run, and Basic Step), and cool down
(Triangle, Spinal Twists, and Snake), necessarily in that order.
Statistical Analysis
Initially, all data were assessed for normality of distribution (KolmogorovSmirnov test). Data
were expressed as mean standard deviation and were considered statistically significant for a value
of p<0.05. For Experiment 1, a student t-test was applied to paired samples to compare the prior versus
post situation. For Experiment 2, an analysis of variance (ANOVA) followed by the TukeyKramer
test was applied to compare the three experimental time points (baseline, 4 and 8 weeks of training). A
Pearson correlation (r) test and a coefficient of determination (R2) were used to examine the
relationship between the results of the BBS and BBT.
RESULTS
Table II shows the results for Experiment 1. Regarding anthropometric parameters, a
reduction of 3.1% (p<0.05) in waist circumference was noted after VR training. Other
anthropometric parameters did not show significant alterations (p>0.05). For the SFT, an
increase of 17% in the up-and-go test after VR training was shown. For the BBS, there were
no statistical differences (p>0.05) found between total score, as well as in grouping tasks after
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VR training. The results concerning the evaluation of QoL of the volunteers were observed
after training; a significant improvement was found in the domains of pain (77.8%) and
general health (16.7%) (p<0.05). For other areas no statistically significant improvement
(p>0.05) was observed. By analysing the dimensions significant improvement in physical
health dimension (16.19%) (p<0.05) was identified.
Table III shows the results of Experiment 2. The results demonstrated maintenance of
all the variables studied. For assessment of the BBS and the BBT score, a gradual increase
from 51 to 55 points and 698 to 716 was shown, respectively.
Figure 1 illustrates the correlation of the results obtained for the BBS and BBT. The
correlation coefficient between the tests was considered moderate (r=0.66) according to the
reference values described by Jhonson and Gross (1997). The coefficient of determination
was 0.43 and considered significant (p=0.007).
DISCUSSION
Aging favours the onset of functional limitations and reduces availability and
motivation for physical activity. Because of the concern to maintain the interest of seniors in
physical activities, the number of research studies related to technology in healthcare, among
them Wii-training, enjoying the entertainment and motivational aspects of this technology,
and improvement of functional parameters related to the health of the elderly has increased
(Chao et al., 2015). From this perspective, the purpose of this study was evaluate two training
protocols using virtual interactive games from Nintendo Wii, varying in duration (acute and
chronic effects) and the kinds of games on the functional parameters in the healthy elderly. In
both experiments we used a convenience sample and the elderly volunteers did not participate
in both experiments.
In this study, it was found a better perception of the elderly volunteers regarding their
QoL, specifically in the areas related to physical health, such as pain, general and physical
health. Physical activity is consistently associated with the domains of QoL, such as
functional capacity, general QoL, autonomy, mental health, and vitality (Paterson et al., 2007).
These associations strongly suggest that physical activity promotes physical and mental
independence, aspects essential to QoL related to health promotion, improved functional
capacity, and autonomy. These positive changes induce improvements in mental health and
overall QoL in the elderly (Paterson et al., 2007). Similarly, Sposito et al. (2013), in a study
of two non-institutionalized elderly subjects, observed favorable results in QoL after nine
sessions of training using Nintendo Wii. According to Rejeski and Mihalko (2001), there are
many studies establishing a positive relationship between an active lifestyle and activities of
daily life, and the physical, cognitive, and social functions. This positive perception can be
exemplified by a reduction in pain and fatigue during stress and anxiety, an increase in
cognitive and neuropsychological performance, and effectively reducing the state of
depression, improving mental activity and social relationships.
Regarding the functional assessment (SFT) of volunteers, an improvement in the upand-go test was highlighted, which is related to balance and functional mobility. Shorter
completion of this test indicates more independent elderly volunteers, as mobility and
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associates directly the propensity for falls and to perform everyday tasks (Podsiadlo and
Richardson, 1991). Similarly, Sposito et al. (2013) also found that after the implementation of
a training protocol with Wii Fit Plus games, structured in nine sessions, 50 minutes each and a
weekly frequency of three times a week, an improvement was found in the classification
results of the SFT only in the up-and-go test from below average to normal. Daniel (2012)
in a study of 21 elderly subjects after a period of intervention with Nintendo Wii games using
basic games such as bowling, tennis, and boxing, showed improvement in the SFT in the Wii
group compared to the control group. Whereas the real benefit gained by Nintendo Wii in
elderly persons is still uncertain, especially regarding functionality, the results support the
hypothesis of possible benefits and greater independence in everyday tasks after Wii-training.
In anthropometric measurements a decrease in waist circumference was observed,
which can be considered indicative of visceral adiposity and high risk for cardiovascular
disease and metabolic disorders (Tchernof & Despres, 2013). Tripette et al. (2014) in a study
of 34 postpartum women trained with Wii Fit Plus games for 40 days and observed reductions
in waist and hip circumference, BMI, body fat, and total body mass. Also, Nintendo Wii has
been considered an appropriate tool to change energy expenditure and cardiovascular
demands reaching the required intensity for health promotion and improvement of
anthropometric profile. For example, Miyachi et al. (2010) evaluated metabolic equivalents
(METs) of 12 adult volunteers who performed approximately 70 matches on Wii Sports and
Wii Fit Plus. Results showed that 67% of activities were classified as light intensity (<3
METs), 33% as moderate intensity (36 METs), and none of the activities were considered as
vigorous intensity (>6 METs).
Although the majority of the parameters studied did not undergo significant
improvements, it is important to highlight that the older volunteers did not participate in any
other training during the study and, thus, we should consider that there was maintenance of
the physical condition of the volunteers. Some regulatory health agencies such as the
American College of Sports Medicine (ACSM) and the American Heart Association (AHA)
have suggested that an exercise program for the elderly encourages improvement or
maintenance of physical fitness (Nelson et al., 2007). In this sense, we suggest the feasibility
of using this technology for maintenance of the physical condition of healthy elders.
On the other hand, it is known that the manipulation of training variables is essential
for obtaining functional improvements (ACSM, 2002). In the present study, we intentionally
chose to apply what the manufacturer of Wii suggested. This intention was justified by the
continued adherence of elderly persons in this practice without necessarily the supervision of
a healthcare professional. Considering there are reports of functional improvement in elderly
persons after training with Wii increased (Chao et al., 2015), our findings highlight the
importance of a professional to best suit physiological demand to VR training.
Recently, researchers using Nintendo Wii in elderly subjects have focused its effects
on balance and risk of falls (Chao et al., 2015). The results of this study showed that Nintendo
Wii did not significantly improve the score obtained in the BBS in both experiments, but we
found maintenance of values above 45 points, indicating no risk of falling during the entire
experimental period. It is important to note that at baseline (prior test) we found about 5153
points and shifted these values to 5455 points after training. Since the maintenance of a good
balance reduces the frequency of falls and fracture incidence in the elderly (Nelson et
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al.,2007), we believe that both protocols used in this study favoured the positive association
of Nintendo Wii on balance in the healthy elderly. Cho et al. (2014) in a study of 32 healthy
elderly volunteers after intervention with Wii Fit Plus games three times a week for three
weeks, considered Nintendo Wii as a low cost tool, accessible and effective for balance and
reducing the risk of falls in the elderly when used regularly. Also, Bieryla and Dold (2013)
found an improvement of four points in the BBS score after three weeks of Wii-training with
an intervention three times per week.
Another experimental approach to the use of Wii with elderly volunteers considers the
Balance Bubble test (BBT) and verifies its possible clinical measure of balance using
correlation tests. Firstly, we showed an increase of 18 points after Wii-training in Experiment
2. Likewise, Bateni (2012) showed an increase of 16 points in the BBT after training with Wii
in elderly volunteers (three sessions per week for four weeks). It has been reported that
maintaining or improving balance in the elderly undergoing training programs with Wii may
be a function of the establishment of body oscillations in different planes of motion, with
dynamic and real-time visual and auditory feedback, which probably stimulates joint and
muscle proprioceptors (Rojas et al., 2010).
Regarding the correlation of the results obtained in the BBS and BBT, a moderate
(r=0.66) correlation with a coefficient of determination of 0.43 (Figure 1) was observed.
Similarly, Wen- Dien Chang et al. (2013) considered the Wii system as a tool for assessing
balance for seniors with good reliability. Twenty healthy elderly volunteers were evaluated
using three Wii balance tests and a high cost force platform. The Wii tests had a good intraclass correlation (0.860.99) and positive correlations with the force platform (r=0.580.86).
In contrast, Reed-Jones et al. (2012) evaluated the relationship between Wii Fit Plus balance
tests and standardized tests of older adults fitness, balance, mobility, self-reported balance
confidence, and visual attention and processing. Results from 34 healthy older adult
participants indicated that Wii balance tests did not correlate well with standardized
functional balance, mobility, and fitness tests. However, the Wii balance score, as measured
by the Wii Basic Balance Test, does correlate with visual processing speed as measured by
the Useful Field of View (UFOV) test. These results indicate that Wii balance tests may
provide advantageous information supplementary to information obtained through standard
functional mobility and balance tests. However, caution should be used when using the Wii
balance tests in isolation.
CONCLUSION
The results of the current study add to the growing body of knowledge regarding Wiitraining may be beneficial to maintenance of balance, functional capacity, QoL, and
anthropometric profile (waist circumference) in healthy and functionally independent elderly
volunteers. Also, considering the low cost of Wii interactivity and its RV technology, which
has been associated with the potential for sensory and motor ability development, further
research is necessary to make this equipment a valid tool in clinical approaches that mainly
consider the promotion of health in the elderly.
118
ACKNOWLEDGEMENTS
The author Alves, JC thanks CAPES for the award of a Master Degree scholarship at
the Graduate Program in Biomedical Engineering at Unicastelo. The author Silva, FF thanks
the Coordination for the Improvement of Higher Education Personnel (CAPES) for doctoral
scholarship. The author Souza, RA thanks Fundaao de Amparo da Pesquisa do Estado de
Minas Gerais (FAPEMIG) for research grant support (grant. APQ-02660-12).
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Table I. Category, description and games of Wii Fit Plus used in experiment 1 and 2.
Category
Yoga
Description
Games used in
Experiment 1 and 2
Balance
Training Plus
Aerobic
Musclestrength
Provide
functional
and
intersegment Lunge (2)
activation of upper limbs, lower limbs and
Plank (1)
trunk.
Sideways leg lift (1,2)
Slide lunge (1,2)
Torso Twist (2)
Triceps Extension (1)
121
Table II. Mean score and standard deviation for parameters assessed in Experiment 1.
Experiment I
Assessment Anthropometric
Prior
Total body mass (kg)
61.5 11.9
Waist circumference (cm)
80.6 5.6
% Lean mass
72.8 4.3
% Fat
27.2 4.3
Lean mass weight (kg)
41.2 4.2
Fat Weight (kg)
15.4 3.2
Assessment of Functionality
Prior
Chair stand test
10.3 2.9
Arm curl test
14.1 2.8
Chair sit and reach test
3.25 11.8
Up-and-go test
5.9 1.4
6 minutes walk test
542.8 89.04
Assessment of Balance
Groupings of tasks Berg
Prior
Transfers
12 0
Stationary tasks
16 0
Functional reach
3.6 0.5
Rotational componentes
11.6 0.7
Support base
10.1 1.7
53.3 2.4
Total score:
Assessment of Quality of life
Domains
Prior
Functional Capacity
75 21.0
Physical Aspects
88.8 13.2
Pain
45.6 24.2
General health status
59.7 15
Vitality
66.6 20.9
Social Aspects
93.1 16.7
Social Aspects
93.1 16.7
Emotional Aspects
74.1 43.4
Mental healthy
71.5 20.0
Dimensions
Prior
Physical Health
335.9 58.1
General Mental Health
238.7 68.4
* indicates P<0.05 comparing Prior versus Post situation.
Post
58.4 9.7
78.1 6.1*
74 5.4
24.4 6.5
41.9 3.2
14.8 3.8
Post
12 2.8
15.3 3.1
5.9 8.4
4.9 1.5 *
570.2 79.85
Post
12 0
16 0
3.8 0.4
11.6 0.5
11.2 2.1
54.75 1.5
Post
81.6 13.0
86.1 33.3
81.1 33.3*
69.7 16.6*
71.6 17.7
88.8 19.2
88.8 19.2
74.1 36.4
71.1 20.3
Post
390.3 99.1*
234.1 63.4
122
Table III. Mean score and standard deviation for parameters assessed in Experiment 2.
Experiment II
Assessment Anthropometric
Prior
4 Weeks
8 Weeks
57.34 8.6
56.62 8.3
56 9
78.6 8.7
78.25 8.6
76.17 8.6
% Lean mass
76.5 3.3
72.3 6.5
72.7 6.3
% Fat
23.5 3.3
27.7 6,5
27.3 6.3
41.4 3.2
42 4.2
40.4 4.2
12,8 2,9
16,3 5,8
15,6 6,2
Assessment of Functionality
Prior
4 Weeks
8 Weeks
12.4 2.5
12.0 2.2
12.7 2.3
17 2.2
15.17 2.9
17 2.3
6.2 12.9
9.7 9.2
12.7 8.5
Up-and-go test
6.2 1.8
5.8 0.8
4.7 1.2
501 107
486.6 113
555.6 110
Prior
4 Weeks
8 Weeks
11.8 0.4
11.8 0.4
12 0
Stationary tasks
16 0
16 0
16 0
Functional reach
30
3.8 0.4
3.8 0.4
Rotational componentes
11.2 0.8
11.2 0.8
11.8 0.4
Support base
9.2 2.9
10.7 2.1
11.3 0.8
Total score:
51.2 3.8
53.5 3.1
55 0.9
Pre
4 Weeks
8 Weeks
698.0 436.7
860 353.4
716.2 400.9
Assessment of Balance
Groupings of tasks Berg
Transfers
Total score
123
Figure 1.Correlation off the rresults obtained for the Berg Scale and Balance
Balanc Bubble Score Test.