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Western Kentucky University

International Journal of Exercise Science

2012

Psychology and Behavior

Articles 1 - 4 of 4

Full-Text Articles in Life Sciences

Stroboscopic Training Enhances Anticipatory Timing, Trevor Q. Smith, Stephen R. Mitroff Oct 2012

Stroboscopic Training Enhances Anticipatory Timing, Trevor Q. Smith, Stephen R. Mitroff

International Journal of Exercise Science

International Journal of Exercise Science 5(4) : 344-353, 2012. The dynamic aspects of sports often place heavy demands on visual processing. As such, an important goal for sports training should be to enhance visual abilities. Recent research has suggested that training in a stroboscopic environment, where visual experiences alternate between visible and obscured, may provide a means of improving attentional and visual abilities. The current study explored whether stroboscopic training could impact anticipatory timing—the ability to predict where a moving stimulus will be at a specific point in time. Anticipatory timing is a critical skill for both sports and non-sports …


Physiologic Responses, Liking And Motivation For Playing The Same Video Game On An Active Versus A Traditional, Non-Active Gaming System., Gabriel J. Sanders, Antonia S. Santo, Corey A. Peacock, Kyle-Patrick Von Carlowitz, Megan L. Williamson, Jacob E. Barkley May 2012

Physiologic Responses, Liking And Motivation For Playing The Same Video Game On An Active Versus A Traditional, Non-Active Gaming System., Gabriel J. Sanders, Antonia S. Santo, Corey A. Peacock, Kyle-Patrick Von Carlowitz, Megan L. Williamson, Jacob E. Barkley

International Journal of Exercise Science

Int J Exerc Sci 5(2) : 160-169, 2012. Evidence suggests that individuals playing certain video games on the Nintendo Wii® (Wii) exhibit increased energy expenditure versus traditional video games, although little research examines non-Wii Sports/Fit games. The purpose of this study is to assess physiologic responses, liking, and the relative reinforcing value (RRV) of a popular, non-Wii sports video game for the Wii relative to the same game played on a traditional, non-active system. Twenty-four college-aged students participated. Heart rate and oxygen consumption (O2) was assessed during rest and when playing the following games: Madden NFL 2011® for …


Physiological And Perceptual Responses To Nintendo® Wii Fit™ In Young And Older Adults, Nicole M. Mullins, Kathryn A. Tessmer, Michele L. Mccarroll, Brian P. Peppel Jan 2012

Physiological And Perceptual Responses To Nintendo® Wii Fit™ In Young And Older Adults, Nicole M. Mullins, Kathryn A. Tessmer, Michele L. Mccarroll, Brian P. Peppel

International Journal of Exercise Science

Physically active video gaming (AVG) provides a technologically-modern, convenient means of increasing physical activity (PA). This study examined cardiovascular, metabolic, and perceptual responses in young adult (AP) and older adult (OP) participants engaging in Wii Fitä AVG play, and compared PA levels during play to recommended PA levels. Heart rate (HR), percent heart rate reserve (%HRR), oxygen consumption (VO2), energy expenditure (EE), rating of perceived exertion (RPE), enjoyment level (EL), and step count data were obtained from 10 YP and 10 OP during 15 minutes of rest and four 15-minute bouts of Wii Fitä activities (yoga, balance, aerobics, …


Experimentally Manipulated Somatic Information And Somatization Tendencies And Their Impact On Physical Symptom Reporting And Performance In A Physically Strenuous Task, Kathleen V. Casto, Len B. Lecci Jan 2012

Experimentally Manipulated Somatic Information And Somatization Tendencies And Their Impact On Physical Symptom Reporting And Performance In A Physically Strenuous Task, Kathleen V. Casto, Len B. Lecci

International Journal of Exercise Science

This study attempts to determine whether the presentation of an experimentally manipulated somatic experience during a physically strenuous task can influence physical performance and symptom reporting. The study also compares the relative influence of experimentally manipulated somatic information (state somatization) with stable individual differences in the tendency to amplify physical symptoms (trait somatization) on performance and symptom reporting. 194 participants completed standardized measures of somatization tendencies, state anxiety, neuroticism and conscientiousness. Participants where then given a mock physical exam, with individuals randomly assigned to receive either favorable or unfavorable somatic information. All participants then had their body mass index assessed …