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Browsing by Author "Naugle, Keith"
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Item Active Gaming and Energy Expenditure in Healthy Adults(Office of the Vice Chancellor for Research, 2016-04-08) Carey, Christopher; Naugle, Keith; Ohlman, Tom; Mikesky, Alan; Naugle, KellyThe rise in sedentary behavior in US society, along with the associated health risks, makes it necessary to find effective solutions to increase physical activity at all levels. Studies on active gaming have shown promising results in the use of active gaming as a viable exercise tool that combines physical activity with entertainment. However, the research is still mixed on whether active games can elicit similar responses as traditional cardiovascular exercise, such as jogging on a treadmill. This study examined whether participants playing active games could reach a moderate intensity level as defined by the American College of Sports Medicine as 3.0 METs while playing with and without specific instructions designed to maximize physical activity. Twenty young adult participants completed one training session and four experimental sessions. During each session, participants played two 15-minute periods of either Kinect tennis, Kinect boxing, Wii tennis, and Wii boxing. In period one, participants played at a self-selected intensity. During period two, participants were given specific instructions on how to play which were designed to maximize movement during play and down time. During game play, participants wore a portable gas (VO2/VCO2) analyzer to measure energy expenditure. Metabolic equivalents (METS) were analyzed with a repeated measures ANOVA. During period 1, Kinect boxing was able to elicit the highest METs, 3.097±0.3, from the participants. METS during period 2 was significantly greater than during period 1 across all games (p<.001). Participants were able to reach higher than 3.0 METs while playing each of the games during period 2. Regardless of the period, Kinect boxing elicited greater METS than Wii boxing and Wii Tennis (P<.001). This shows evidence that active gaming not only can elicit a moderate intensity level of physical activity, but that specialized instructions can enhance the effects of the active games.Item Greater functional aerobic capacity predicts more effective pain modulation in older adults(Office of the Vice Chancellor for Research, 2016-04-08) Ohlman, Tom; Naugle, Keith; Keith, NiCole; Riley, Zachary; Naugle, Kelly M.Endogenous pain inhibitory and facilitory function deteriorates with age, potentially placing older adults at greater risk for chronic pain. Prior research shows that self-reported physical activity predicts endogenous pain inhibitory capacity and facilitation of pain on quantitative sensory tests (QST) in healthy adults. Purpose: To investigate whether functional aerobic capacity and lower extremity strength in older adults cross-sectionally predicts pain sensitivity, pain inhibition following isometric exercise, and facilitation of pain during heat pain temporal summation (TS) tests. Methods: 42 subjects (10 male, 32 female, age=67.5±5.1) completed the 6-minute walk test (6MWT), 30-second chair stand test, and several QSTs. QSTs included: 1) Pain ratings (0-100 scale) during the submersion of the hand in a cold water bath (CWB), 2) heat pain threshold tests, 3) the amount of pain reduction following submaximal isometric exercise, and 4) degree of pain facilitation during temporal summation tests conducted at 44, 46, and 48°C. Responses on the QSTs were analyzed using hierarchical linear regression with meters on 6MWT and number of chair stands as final predictors. Results: After controlling for demographic and psychological factors, aerobic capacity on 6MWT significantly predicted CWB pain ratings (R2 change= 22.5%, Beta= -0.491), pain facilitation during TS trials at 44°C (R2 change= 16.7%, Beta= -0.446), and the amount of pain reduction following isometric exercise (R2 change= 20.7%, Beta= 0.393). All other analyses were not significant (P>0.05). Conclusions: Older adults exhibiting greater functional aerobic capacity displayed reduced cold pain sensitivity, reduced pain facilitory function, and increased pain inhibition following exercise. These findings suggest that increased aerobic fitness in older adults may be associated with more effective endogenous modulation of pain. This study was funded by the IUPUI School of PETM Faculty Research Opportunity Grant.Item Physical activity and enjoyment of young adults while playing an active virtual reality game(Indiana University, 2024-07-25) Akinfeleye, Obapese; Cervantes, Xzaliya; Boots, Brendan; Naugle, Keith; Naugle, KellyOver the past few decades, there has been an upsurge in the number of adults who do not meet the recommended physical activity levels. One of the factors contributing to the sedentary lifestyle is connected to increased screen time, which could offer a potential solution. Objective: In this study, we tested an active video game in virtual reality (VR) as a potential tool to elicit physical activity. Specifically, this study measured participants' physical activity and enjoyment while playing the VR game Gorilla Tag to observe whether the game can elicit moderate to vigorous physical activity. Methodology: This study enrolled 28 healthy adults aged 18-39 who had not played Gorilla Tag in the last month. Participants completed 5 study sessions. For four sessions, participants played Gorilla Tag for 15 minutes, and for one session, participants rode a stationary bike for 15 minutes. A heart rate (HR) monitor was worn by the participants during game play and cycling to measure their physical activity intensity levels with the measure of percentage of heart rate reserve (%HRR). An 8-item physical activity enjoyment scale (PACES) was given to determine the participant's enjoyment level of playing Gorilla Tag and cycling. Results: The analysis revealed that HR increased significantly while participants played Gorilla Tag and rode the stationary cycle. The results also showed that participants had a higher %HRR while riding the stationary bike compared to while playing Gorilla Tag (p’s <.001). Based on %HRR values, Gorilla Tag elicited light to moderate intensity physical activity, while the stationary bike elicited moderate to vigorous intensity physical activity. Enjoyment levels did not differ between sessions of Gorilla Tag and cycling. Bivariate correlations indicated that greater intensity of physical activity during Gorilla tag was related to greater enjoyment of gameplay. Conclusion: The active VR game Gorilla Tag is rated as an enjoyable game that elicits light to moderate physical activity during gameplay in healthy younger adults.Item Virtual Reality: Its Effects on Physical Activity Intensity and Pain Sensitivity(2020-12) Evans, Eric Joseph; Naugle, Kelly; Arnold, Brent; Kaleth, Anthony; Naugle, KeithThe ability of virtual reality (VR) active games to elicit moderate-to-vigorous physical activity (MVPA) has yet to be fully understood. Also, whether VR combined with physical activity could have a greater pain reducing effect compared to non-active VR distraction remains unknown. The purpose of this study was to evaluate the effects of commercial VR active games on physical activity intensity levels, enjoyment, and pain sensitivity in young health adults. Thirty-six (18 males, 18 females) participants completed four study sessions, with each devoted to playing one VR game for fifteen minutes. The games included Beat Saber, Holopoint, Hot Squat, and Relax Walk VR. Levels of physical activity reached during VR gameplay were measured with percentage of heart rate reserve (%HRR), ratings of perceived exertion (RPE), and accelerometry. Enjoyment was measured with a visual analog scale and the Physical Activity Enjoyment Scale following each gaming session. Pressure pain thresholds (PPT’s) of the dominant forearm and ipsilateral thigh were conducted before and after VR gameplay. The primary outcome measures were analyzed with mixed model ANOVAs. The %HRR and RPE results showed that only Hot Squat consistently elicited moderate intensity activity. Accelerometry data showed that Hot Squat and Holopoint elicited higher whole body and lower body intensity levels than Beat Saber and Relax Walk VR. For enjoyment, Beat Saber and Holopoint were rated higher than Hot Squat and Relax Walk VR. Results for pressure pain thresholds (PPT’s) showed 1) an overall acute hypoalgesic effect on the forearm and thigh following all VR games, and 2) an enhanced hypoalgesic effect (combining MVPA and VR distraction) on the thigh following Hot Squat. Overall, results from this study suggest that active VR games can elicit varying degrees of physical activity intensity levels in young healthy adults, with Hot Squat eliciting moderate intensity activity. Thus, active VR games could be an alternative and enjoyable mode of obtaining physical activity. This study also showed that active VR games can elicit an acute hypoalgesic effect, with the effect potentially exacerbated with greater movement during gameplay.