Am J Prev Med. 2011 Apr;40(4):462-7.
Boxing injuries presenting to u.s. Emergency departments, 1990-2008.
Potter MR, Snyder AJ, Smith GA.
Center for Injury Research and Policy, the Ohio State University College of Medicine, Columbus, Ohio; The Research Institute at Nationwide Children's Hospital, the Ohio State University College of Medicine, Columbus, Ohio.
Abstract
BACKGROUND: Boxing injuries can have serious consequences.
PURPOSE: To examine the epidemiology of boxing injuries in the U.S. with attention to head injuries and children.
METHODS: National estimates of boxing injuries were calculated using data from the National Electronic Injury Surveillance System. Injury rates per 1000 participants for the year 2003 were calculated using boxing participation data. Data analysis was conducted in 2009-2010.
RESULTS: An estimated 165,602 individuals (95% CI=134891, 196313) sustained boxing injuries that resulted in a visit to a U.S. hospital emergency department from 1990 through 2008. An average of 8716 (95% CI=7078, 10354) injuries occurred annually, and there was a statistically significant increase in the annual number of injuries during the 19-year study period (slope=610, p<0.001). The rate of injury was 12.7 per 1000 participants. Those injured were predominately male (90.9%). The most common diagnosis was fracture (27.5%), and the most common body regions injured were the hand (33.0%) and head and neck (22.5%). Punching bag-related injuries accounted for 36.8% of boxing injuries. The percentage of injuries that were concussions/closed head injuries in the group aged 12-17 years (8.9%) was similar to that in the group aged 18-24 years (8.1%) and the group aged 25-34 years (8.5%).
CONCLUSIONS: These findings, based on a nationally representative sample, indicate that injuries related to boxing are increasing in number. Increased efforts are needed to prevent boxing injuries.
Grupo credenciado pela EEFE-USP em 2006. Participantes com (1) publicações de livros e artigos em periódicos nacionais e internacionais; (2) atuação na iniciação às modalidades ou com a preparação de atletas de diversos níveis. No 1o semestre de 2013, o foco central do grupo está direcionado para a conclusão de alguns projetos iniciados em 2012, bem como com o início da coleta de dados de alguns projetos de pesquisa.
Quem sou eu
- Emerson Franchini
- São Paulo, São Paulo, Brazil
- Professor da EEFE-USP; Praticante e Pesquisador de Judô; Preparador físico de atletas de modalidades esportivas de combate.
Arquivo do blog
- ► 2012 (168)
- ► 2011 (203)
quinta-feira, 17 de março de 2011
quarta-feira, 16 de março de 2011
segunda-feira, 14 de março de 2011
quinta-feira, 10 de março de 2011
Gasto energético durante diversos jogos de vídeo-game
Arch Pediatr Adolesc Med. 2011 Mar 7. [Epub ahead of print]
Energy Cost of Exergaming: A Comparison of the Energy Cost of 6 Forms of Exergaming.
Bailey BW, McInnis K.
Brigham Young University, Provo, Utah (Dr Bailey), and Department of Exercise and Health Sciences, University of Massachusetts, Boston (Dr McInnis).
Abstract
OBJECTIVE: To determine the relative effect of interactive digital exercise that features player movement (ie, exergames) on energy expenditure among children of various body mass indexes (BMIs; calculated as weight in kilograms divided by height in meters squared).
DESIGN: Comparison study.
SETTING: GoKids Boston, a youth fitness research and training center located at University of Massachusetts, Boston.
PARTICIPANTS: Thirty-nine boys and girls (mean [SD] age, 11.5 [2.0] years) recruited from local schools and after-school programs. Main Exposure Six forms of exergaming as well as treadmill walking.
MAIN OUTCOME MEASURES: In addition to treadmill walking at 3 miles per hour (to convert miles to kilometers, multiply by 1.6), energy expenditure of the following exergames were examined: Dance Dance Revolution, LightSpace (Bug Invasion), Nintendo Wii (Boxing), Cybex Trazer (Goalie Wars), Sportwall, and Xavix (J-Mat). Energy expenditure was measured using the CosMed K4B2 portable metabolic cart.
RESULTS: All forms of interactive gaming evaluated in our study increased energy expenditure above rest, with no between-group differences among normal (BMI < 85th percentile) and "at-risk" or overweight (BMI ≥ 85th percentile) children (P ≥ .05). Walking at 3 miles per hour resulted in a mean (SD) metabolic equivalent task value of 4.9 (0.7), whereas the intensity of exergaming resulted in mean (SD) metabolic equivalent task values of 4.2 (1.6) for Wii, 5.4 (1.8) for Dance Dance Revolution, 6.4 (1.6) for LightSpace, 7.0 (1.8) for Xavix, 5.9 (1.5) for Cybex Trazer, and 7.1 (1.7) for Sportwall. Enjoyment of the games was generally high but was highest for children with BMIs in the highest percentiles.
CONCLUSION: All games used in our study elevated energy expenditure to moderate or vigorous intensity. Exergaming has the potential to increase physical activity and have a favorable influence on energy balance, and may be a viable alternative to traditional fitness activities for children of various BMI levels.
Energy Cost of Exergaming: A Comparison of the Energy Cost of 6 Forms of Exergaming.
Bailey BW, McInnis K.
Brigham Young University, Provo, Utah (Dr Bailey), and Department of Exercise and Health Sciences, University of Massachusetts, Boston (Dr McInnis).
Abstract
OBJECTIVE: To determine the relative effect of interactive digital exercise that features player movement (ie, exergames) on energy expenditure among children of various body mass indexes (BMIs; calculated as weight in kilograms divided by height in meters squared).
DESIGN: Comparison study.
SETTING: GoKids Boston, a youth fitness research and training center located at University of Massachusetts, Boston.
PARTICIPANTS: Thirty-nine boys and girls (mean [SD] age, 11.5 [2.0] years) recruited from local schools and after-school programs. Main Exposure Six forms of exergaming as well as treadmill walking.
MAIN OUTCOME MEASURES: In addition to treadmill walking at 3 miles per hour (to convert miles to kilometers, multiply by 1.6), energy expenditure of the following exergames were examined: Dance Dance Revolution, LightSpace (Bug Invasion), Nintendo Wii (Boxing), Cybex Trazer (Goalie Wars), Sportwall, and Xavix (J-Mat). Energy expenditure was measured using the CosMed K4B2 portable metabolic cart.
RESULTS: All forms of interactive gaming evaluated in our study increased energy expenditure above rest, with no between-group differences among normal (BMI < 85th percentile) and "at-risk" or overweight (BMI ≥ 85th percentile) children (P ≥ .05). Walking at 3 miles per hour resulted in a mean (SD) metabolic equivalent task value of 4.9 (0.7), whereas the intensity of exergaming resulted in mean (SD) metabolic equivalent task values of 4.2 (1.6) for Wii, 5.4 (1.8) for Dance Dance Revolution, 6.4 (1.6) for LightSpace, 7.0 (1.8) for Xavix, 5.9 (1.5) for Cybex Trazer, and 7.1 (1.7) for Sportwall. Enjoyment of the games was generally high but was highest for children with BMIs in the highest percentiles.
CONCLUSION: All games used in our study elevated energy expenditure to moderate or vigorous intensity. Exergaming has the potential to increase physical activity and have a favorable influence on energy balance, and may be a viable alternative to traditional fitness activities for children of various BMI levels.
Sistemas complexos e criatividade no esporte
Nonlinear Dynamics Psychol Life Sci. 2011 Apr;15(2):175-206.
Constraints-induced Emergence of Functional Novelty in Complex Neurobiological Systems: A Basis for Creativity in Sport.
Hristovski R, Davids K, Araujo D, Passos P.
Abstract
In this paper we present a model of creativity captured as exploration and production of novel and functionally efficient behaviors, based on the statistical mechanics of disordered systems. In support of the modelling, we highlight examples of creative behaviors from our research in sports like boxing and rugby union. Our experimental results show how manipulation of practice task constraints changes the exploratory breadth of the hierarchically soft-assembled action landscape. Because of action metastability and differing task constraints, the specificity of each assembled movement configuration is unique. Empirically, a movement pattern's degree of novelty may be assessed by the value of the order parameter describing action. We show that creative and adaptive movement behavior may be induced by at least two types of interven-tions, based on relaxing task constraints which we term direct and indirect. Direct relaxing is typically a function of changing task constraints so that the number of affordances that can satisfy goal constraints increases. Indirect relaxing of constraints occurs when a habitual action is suppressed by, for example, stringent instructional constraints during sports training. That suppression simultaneously relaxes other correlated constraints that enable larger exploratory capacity and new affordances to emerge for the athlete or team.
Constraints-induced Emergence of Functional Novelty in Complex Neurobiological Systems: A Basis for Creativity in Sport.
Hristovski R, Davids K, Araujo D, Passos P.
Abstract
In this paper we present a model of creativity captured as exploration and production of novel and functionally efficient behaviors, based on the statistical mechanics of disordered systems. In support of the modelling, we highlight examples of creative behaviors from our research in sports like boxing and rugby union. Our experimental results show how manipulation of practice task constraints changes the exploratory breadth of the hierarchically soft-assembled action landscape. Because of action metastability and differing task constraints, the specificity of each assembled movement configuration is unique. Empirically, a movement pattern's degree of novelty may be assessed by the value of the order parameter describing action. We show that creative and adaptive movement behavior may be induced by at least two types of interven-tions, based on relaxing task constraints which we term direct and indirect. Direct relaxing is typically a function of changing task constraints so that the number of affordances that can satisfy goal constraints increases. Indirect relaxing of constraints occurs when a habitual action is suppressed by, for example, stringent instructional constraints during sports training. That suppression simultaneously relaxes other correlated constraints that enable larger exploratory capacity and new affordances to emerge for the athlete or team.
quinta-feira, 3 de março de 2011
Suplementação de zinco em wrestlers
Biol Trace Elem Res. 2011 Mar 1. [Epub ahead of print]
Effects of Exercise and Zinc Supplementation on Cytokine Release in Young Wrestlers.
Kara E, Ozal M, Gunay M, Kilic M, Baltaci AK, Mogulkoc R.
Hasan Dogan High School of Physical Education and Sports, Karabuk University, Karabuk, Turkey, kara.ersan@yahoo.com.
Abstract
The present study aims to examine the effect of zinc supplementation on the release of some cytokines in young wrestlers actively involved in wrestling. A total of 40 male subjects of the same age group were included in the study: half were wrestlers and the other half were not involved in sports. The subjects were equally divided into four groups and treated during an 8-week period as follows: group 1, zinc-supplemented athletes; group 2, non-supplemented athletes; group 3, zinc-supplemented sedentary subjects, and group 4, non-supplemented sedentary group. Blood samples were taken from each subject at the beginning and at the end of the study period. The serum tumor necrosis factor-α (TNF-α), interleukin-2 (IL-2), and interpheron-γ levels (IFN-γ) were determined using the enzyme-linked immunosorbent assay method. At the beginning of the study, there were no significant differences of the measured parameters between the four study groups. At the end of the study, the levels of TNF-α, IL-2, and IFN-γ were significantly higher in the two zinc-supplemented groups compared to those that did not receive supplementation, regardless of the activity status (p < 0.01).
Effects of Exercise and Zinc Supplementation on Cytokine Release in Young Wrestlers.
Kara E, Ozal M, Gunay M, Kilic M, Baltaci AK, Mogulkoc R.
Hasan Dogan High School of Physical Education and Sports, Karabuk University, Karabuk, Turkey, kara.ersan@yahoo.com.
Abstract
The present study aims to examine the effect of zinc supplementation on the release of some cytokines in young wrestlers actively involved in wrestling. A total of 40 male subjects of the same age group were included in the study: half were wrestlers and the other half were not involved in sports. The subjects were equally divided into four groups and treated during an 8-week period as follows: group 1, zinc-supplemented athletes; group 2, non-supplemented athletes; group 3, zinc-supplemented sedentary subjects, and group 4, non-supplemented sedentary group. Blood samples were taken from each subject at the beginning and at the end of the study period. The serum tumor necrosis factor-α (TNF-α), interleukin-2 (IL-2), and interpheron-γ levels (IFN-γ) were determined using the enzyme-linked immunosorbent assay method. At the beginning of the study, there were no significant differences of the measured parameters between the four study groups. At the end of the study, the levels of TNF-α, IL-2, and IFN-γ were significantly higher in the two zinc-supplemented groups compared to those that did not receive supplementation, regardless of the activity status (p < 0.01).
Assinar:
Postagens (Atom)

