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
Lesões em boxeadores
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.
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.
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.
Assinar:
Postagens (Atom)


