Diabetes complications
Conditions
Interventions
Sponsors
Eligibility
Inclusion criteria
Inclusion criteria: Were included male and female subjects Patients who regularly use insulin and do not use anceolytics; anti-inflammatories; antibiotics and or beta-blockers; do not have an osteo-articular; muscular restriction; peripheral neuropathy or any involvement or complication caused by diabetes that prevents the sessions.
Exclusion criteria
Exclusion criteria: All DM1 were excluded who initiate the practice of other physical exercises during the period of study will be excluded, obtain any type of complication that may be aggravated by VGA practice or by medical report, requesting the absence exit of the study
Design outcomes
Primary
| Measure | Time frame |
|---|---|
| Apresentation of the Expected outcome 1; the general hypothesis is that Active Video Games practice will present responses similar to running without severe hypoglicemia (30% in relation to rest).;Outcome 3, for inflammatory responses, an active video game session will present similar inflammatory response compared to a running session after 24 hours of the session.;Final outcome 3, an active video game session shown a similar inflammatory response (leukogram e C-reactive protein) 24h after session compared to a running session in young DM1 checked by blood sample (leukogram ~ 0% variation and 17% reduction after run session and 41% reduction after VGA session);;Outcome 4, an active video game session will present cardiovascular responses similar to a running session, analyzing before, during, immediately after, 30 minutes and 24 hours after the sessions.;Final outcome 4, an active video game session shown similar cardiovascular responses (heart rate, heart rate variability, blood pressure and double product) during and after (immediately after and after 30 min, 24 h and 48 h) compared to a running session in young DM1 verified by cardiac monitor and automatic blood pressure meter; Otherwise, with high values.;Found outcome 5, an active video game session will present similar metabolic responses (oxygen consumption, energy expenditure and metabolic equivalents) during and after the session by analyzing 30 minutes, 24 hours and 48 hours compared to a running session.;Final outcome 5, an active video game session will exhibit similar metabolic responses (oxygen consumption, energy expenditure and metabolic equivalents) during and after the session (30 minutes, 24 hours and 48 hours) compared to a running session in young Diabetics Type 1, verified by direct metabolic analyzer (4.6 METs in the running session and 3.9 METs in the VGA session). | — |
Secondary
| Measure | Time frame |
|---|---|
| Outcome 6, the motivation to practice will be greater in the active video game session analyzing after each session.;At endpoint 6, the motivation to practice was greater than the running session (7.7 points vs 9.5 points), analyzing by non-numerical psychometric scale. | — |
Countries
Brazil
Contacts
Universidade de Pernambuco