PLoS ONE (Jan 2018)

Energy demand in an active videogame session and the potential to promote hypotension after exercise in hypertensive women.

  • Tais Feitosa da Silva,
  • Maria do Socorro Cirilo-Souza,
  • Marizângela Ferreira de Souza,
  • Geraldo Veloso Neto,
  • Marcos Antônio Pereira Dos Santos,
  • Alexandre Sérgio Silva

DOI
https://doi.org/10.1371/journal.pone.0207505
Journal volume & issue
Vol. 13, no. 12
p. e0207505

Abstract

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The aim of this study was to determine the energy demand of one session of active video game (AVG) and its potential to reduce blood pressure (BP). Fourteen hypertensive (56.4±7.5 years) individuals performed sessions of AVG, a traditional sedentary video game sessions (SVG) and walking (WAL), as negative and positive controls, in a randomly determined order. Oxygen consumption and energy expenditure (EE) were measured during sessions. BP and cardiac autonomic modulation (CAM) were measured at rest and every 15 minutes of a 60-minute period of recovery from activities. A rating of enjoyment scale was also applied. AVG and WAL resulted in higher oxygen consumption (10.0±0.5 ml/kg/min and 16.6±3.1 ml/kg/min, respectively) and EE (3.5±0.2 kcal/min and 4.2±0.5 kcal/min) compared to 4.1±0.8 ml/kg/min and 1.4±0.1 kcal/min in SVG. A reduction in systolic and diastolic BP was evident following AVG sessions (-11.6±2.5 mmHg and -8.7±2.5 mmHg) and WAL (-10.8±2.8 mmHg and -8.6±2.3 mmHg) compared to pre-experiment value, and the same did not occur in SVG. All sessions promoted a feeling of enjoyment, with no difference between them. The parasympathetic activity was significantly lower at 30 and 45 minutes in post-WAL recovery (34.6±15.0 ms2 and 34.4±16.0 ms2) in the frequency domain (HF) in relation to both AVG (195.5±67.0 ms2 and 164.5±55.0 ms2) and the SVG (158.9±45.0 and 281.3±98.0 ms2). It is concluded that an AVG session promotes increased metabolic activity and is able to promote acute reduction of BP in hypertensive individuals similar to traditional walking exercise.