- Browse by Author
Browsing by Author "Aqeel, Dania"
Now showing 1 - 4 of 4
Results Per Page
Sort Options
Item Active Gaming as a Form of Exercise to Induce Hypoalgesia(Liebert, 2017-08) Carey, Christopher; Naugle, Keith E.; Aqeel, Dania; Ohlman, Thomas; Naugle, Kelly M.; Kinesiology, School of Physical Education and Tourism ManagementObjective: An acute bout of moderate-to-vigorous exercise temporarily reduces pain sensitivity in healthy adults. Recently, active gaming has been rising in popularity as a means of light-to-moderate exercise and may be particularly suitable for deconditioned individuals. Whether the physical activity elicited in active games can produce a hypoalgesic effect remains unknown. The purpose of this study was to determine whether active videogames can reduce pressure and heat pain sensitivity in healthy adults. We also evaluated the relationship between the physical activity elicited by the games and the magnitude of the hypoalgesic response. Materials and Methods: Twenty-one healthy adults played four different active games on separate days, including Microsoft® Kinect Xbox® One's Fighter Within and Sports Rival's Tennis, and Nintendo® Wii™ Sports' Boxing and Tennis. Heat pain thresholds on the forearm and pressure pain thresholds (PPTs) on the trapezius and forearm were assessed immediately before and after a 15-minute active gaming or control session. Minutes spent in sedentary time and moderate-to-vigorous physical activity (MVPA) during active gaming were measured with an accelerometer. Results: The analyses revealed that PPTs at the forearm and trapezius significantly increased from pretest to posttest following Kinect Fighter Within. PPTs at the trapezius also significantly increased from pretest to posttest following Wii Boxing. The magnitude of the hypoalgesic response was significantly correlated with MVPA and sedentary time during gameplay. Conclusion: These results suggest that an active gaming session played at a moderate intensity is capable of temporarily reducing pain sensitivity.Item The Effect of Active Gaming on Cardiovascular Outcomes(Office of the Vice Chancellor for Research, 2015-04-17) Aqeel, Dania; Ohlman, Tom; Mikesky, Alan E.; Naugle, Keith E.; Naugle, Kelly M.The U.S. society has become more accustomed to a sedentary lifestyle in the past few decades, partially due to increased time spent in front of a screen. Recently, active gaming, which allows an individual to be physically active during video game play, has been rising in popularity as a means of exercise. However, more research is needed to evaluate whether active gaming can produce cardiovascular responses that fall within the recommended ranges for daily physical activity given by the American College of Sports Medicine (40-60% of heart rate reserve (HRR)). The purpose of this study was to determine the effects of active gaming on cardiovascular outcomes and enjoyment. Nine young adults have been enrolled in this study and data collection is ongoing. Participants completed a training session and four experimental sessions. During each session, participants played one of the following active games at a self-selected intensity for 15 minutes. Heart rate (HR) and rate of perceived exertion (RPE) were measured during game play. Enjoyment was assessed on a 10-cm VAS after each game. Repeated measures ANOVAs were used to determine differences in HRR%, RPE, and enjoyment between games. The results showed that HRR% was greater for Kinect boxing (M=42.7±12.5) compared to all other games (p=.012; Kinect Tennis=35.4±10.7, Wii Boxing=31.8±14.5, Wii Tennis=35.4±10.8). RPE was significantly greater for Kinect Boxing (M=11.3±2.0) compared to Wii Tennis (M=9.67±1.5), p=.038. Enjoyment levels did not differ between games, p=.58 (Kinect Boxing=6.6±2.1, Kinect Tennis=7.1±1.2, Wii Boxing=5.9±0.8, Wii Tennis=6.9±0.9). In conclusion, the active games played at a self-selected intensity were perceived as moderately to highly enjoyable and were able to increase cardiovascular responses. However, the intensity of activity depended on the game. Participants achieved a moderate intensity level (i.e., 40-60% of HRR) while playing Kinect Boxing, but only achieved a light intensity level while playing the other games. Mentor: Kelly M. Naugle, Department of Kinesiology, School of Physical Education, Tourism, and Management, IUPUIItem The Effect of Active Gaming on Pressure Pain Sensitivity(Office of the Vice Chancellor for Research, 2016-04-08) Aqeel, Dania; Ohlman, Tom; Mikesky, Alan E.; Naugle, Keith E.; Naugle, Kelly M.An acute bout of moderate to vigorous exercise temporarily reduces pain sensitivity in healthy adults, a phenomenon termed exercise-induced hypoalgesia (EIH). Recently, active gaming, which allows an individual to be physically active during video game play, has been rising in popularity as a means of light to moderate exercise. While evidence has shown that active gaming elicits positive cardiovascular and balance outcomes, no research has investigated active gaming as a modifier of pain. The purpose of this study was to determine whether an acute bout of active gaming increases pressure pain thresholds (PPT) in healthy adults. Fourteen young adults were enrolled in this study. Participants completed a training session and four experimental sessions. During each session, participants played one of the following active games for 15 minutes: Kinect Boxing, Kinect Tennis, Wii Boxing, and Wii Tennis. Pressure pain thresholds were measured on the trapezius muscle and the forearm before and immediately after a 15-minute active gaming session. Heart rate was also measured during game play. PPT data was analyzed with repeated measures ANOVA. Bivariate correlations examined the relationship between average percentage of heart rate reserve (HRR%) during game play and magnitude of pain reduction (post– pre). The results showed that PPTs 1) on the forearm and trapezius muscle significantly increased from pre to posttest during the Kinect Boxing session, 2) increased on the trapezius muscle during the Wii Boxing session, and 3) decreased on the forearm during the control session (p’s<.05). Greater HRR% during game play was associated with greater pain reduction (trapezius r=.33; forearm r=0.28; p’s<.05). In conclusion, active games played at a moderate intensity appear to be capable of temporarily reducing pressure pain sensitivity. This study was sponsored by the NIFS Student Research Fund.Item Effect of different Kinesio tape tensions on experimentally-induced thermal and muscle pain in healthy adults(PLOS, 2021-11-05) Naugle, Keith E.; Hackett, Jason; Aqeel, Dania; Naugle, Kelly M.; Kinesiology, School of Health and Human SciencesAthletes and rehabilitation specialists have used Kinesio tape (KT) to help alleviate pain symptoms. Currently, no clear mechanism exists as to why pain is relieved with the use of KT and whether the pain relieving effect is simply a placebo effect. Additionally, the most effective taping parameters (tension of tape) for pain reduction remain unknown. We used quantitative sensory testing to address these key gaps in the KT and pain literature. Using a repeated-measures laboratory design, we examined whether KT applied at different tensions reduces experimentally-induced pain compared to a no tape condition and KT with minimal tension. Heat pain thresholds (HPT's), pressure pain thresholds (PPT's), and pressure pain suprathreshold (PPS: 125% of PPT) tests were administered to the forearm prior to and during KT and no tape conditions. Tape was applied to the ventral forearm at 25% of max tension, 75% of max tension, and no tension (placebo). Repeated measures ANOVA's evaluated the pain outcomes between conditions and across time. KT had no significant effect on PPT's and HPT's (p's >0.05). The ANOVA on PPS revealed that KT applied at 25% of tension significantly reduced pain ratings from the pretest (M = 34.4, SE = 5.5) to post-test 1 (M = 30.3, SE = 4.7) and post-test 2 (M = 30.4, SE = 4.7). No other conditions significantly reduced suprathreshold pressure pain. However, pain ratings at posttest-1 during the no-tape condition (M = 36.4, SE = 5.3) were significantly greater than pain ratings during post-test 1 and post-test 2 of all three tape conditions. In conclusion, the current study revealed that KT applied at low tension is the optimal tension to reduce pressure-evoked muscle pain. Additionally, the results suggested that KT applied at low, high, or no tension may acutely prevent increased muscle sensitivity with repeated pressure stimulation.