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Effect of exercise and pulse rate
Effect of exercise and pulse rate
Effect of exercise and pulse rate
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Comparing Hart Rate After Playing Tennis and After Playing Virtual Tennis Using the Wii Game
Abstract
The purpose of my experiment is to compare the heart rate change results between playing a sport in real life and playing a video game based off of that sport. I will use a procedure that involves multiple people playing tennis in real life, taking and recording their heart rate pulse, then having them play a video game that is based off tennis with a motion-sensor controller that acts as if they were swinging an actual tennis racquet, and finally record their pulse afterwards, and comparing the two pulses between the two different activities. I presume that the data will show that playing actual tennis will increase your heart rate more rather than playing a video game, even if it’s similar. You only have to swing your arms in the video game; foot movement is not necessary. This means that your body wouldn’t have to work as much as if you were playing real tennis instead. Case in point, I’m merely testing how much more your heart rate increases after playing actual tennis compared to its video game counterpart.
Introduction
Some say that the Wii Sports video game is just as engaging and interactive as playing sports in real life. I disagree with this claim and will use this science experiment to scientifically prove my point.
When the Nintendo Wii released in November 2006, one of its launch titles that was included with every retail Nintendo Wii was Wii Sports. Wii Sports is a game where you play sports with the motion-sensor controller, which also comes packed with the Wii. It took the video game industry by storm, being bought by families all over the world. Soon after, speculations were being made that kids were...
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...heir heart rate after playing real tennis is nearly double than that of the heart rate after playing the video game. Player 7’s heart rate even reaches above 200 after playing tennis. I suppose the answer is clearly apparent about how much more your body works to play real tennis rather than the video game.
Conclusions and Recommendations
The conclusion of the matter is, obviously, real tennis uses more energy and increases heart rate considerably more than playing Wii Tennis. Yes, Wii Tennis may decrease weight and requires more energy than the average game, but it will never beat the real thing.
References
"Study: Wii playing kids lose weight." WiiHealthy - Wii Fit, Wii Sports, Nintendo sportsgames, Wii Fitness, Wii Balance Board, Yoga, Mii, Exergaming. 19 May 2007. Web. 07 Dec. 2009. .
In the study it was hypothesized, that the pulse rate does not increase after a step test exercise. This hypothesis is not valid because the result of the step test proves otherwise. In the study, the individuals who participated in the step test took their pulse rates before and after the step test, looking at the overall results, figures and the averages of both tests, we can conclude that the step test exercise does affect the pulse rate of an individual.
The physical demands of tournament tennis players can be and usually are very grueling. The body is using both anaerobic and aerobic metabolism along with anaerobic and aerobic muscle fiber types. Tennis is a high intensity sport requiring hundreds of short bursts of activity. Most points only last around 10 seconds(anaerobic) but there is only 25 seconds of rest in between points and 90 seconds of rest in between games which requires the player to have endurance(aerobic). Tennis matches can be long and drawn out, lasting hours or they can be fast, intense and only last an hour. This means having adequate nutrition along with an efficient metabolism is key to being able to compete at the highest level.
VA Cornelissen, B Verheyden, AE Aubert and RH Fagard. Effects of aerobic training intensity on resting, exercise and post-exercise blood pressure, heart rate and heart-rate variability. Journal of Human Hypertension (2010) 24, 175–182. Ebsohost. Available from: http://web.b.ebscohost.com.proxy.elmhurst.edu/ehost/pdfviewer/pdfviewer?sid=1e07b620-5e31-4733-ac67-63170534f7b3%40sessionmgr115&vid=2&hid=126
The purpose of this experiment was to gather data on how the amount of time spent active impacts the speed of heart rate in beats per minute. The hypothesis stated that if the amount of time active is lengthened then the speed of the heart rate is expected to rise because when one is active, the cells of the body are using the oxygen quickly. The heart then needs to speed up in order to maintain homeostasis by rapidly providing oxygen to the working cells. The hypothesis is accepted because the data collected supports the initial prediction. There is a relationship between the amount of time spent active and the speed of heart rate: as the amount of time spent active rose, the data displayed that the speed that the heart was beating at had also increased. This relationship is visible in the data since the average resting heart rate was 79 beats per minutes, while the results show that the average heart rate after taking part in 30 seconds of activity had risen to 165 beats per minute, which is a significantly larger amount of beats per minute compared to the resting heart rate. Furthermore, the average heart rates after 10 and 20 seconds of activity were 124 and 152 beats per minute, and both of which are higher than the original average resting heartbeat of 79.
To determine if the intensity of exercise affects the heart rate of a 15-year-old boy. Apparatus - 2 stopwatches - 1 laptop (beep test) - 1 fire glass tape (min. 20 meters) - Chalk to mark 20 meters (start to finish). Method 1) Get beep test ready on laptop from - http://www.youtube.com/watch?v=e0U_yQITBks - 2) Bring five male subjects ready at the starting line to run the beep test. 3) Mark 20 meters on the ground outside on the AstroTurf using a long tape.
That is almost 100% of our youth today, spending time playing video games, so it is natural for parents to wonder if there are any negative effects. Quite a large number of people have, unfortunately, condemned video games, particularly the more violent ones, saying that they are not suitable for kids and that they decrease their focus. This claim, nevertheless, has been disproved by several studies. While Mario Kart is not violent, there are still some people who think that kids should not play any video games. That is why it is important that the benefits of gaming are highlighted in addition to disproving false drawbacks. One benefit to playing 3-D games is that they improve memory and mood. According to an article written by Medical News Today, these types of games improved the memory of subjects even more than those who simply played 2-D games (Nichols, 2017). Mario Kart is a three-dimensional game, consequently making it a game that studies show improves memory. Having a superb memory is a significant advantage for school-age kids, it will help them do better on tests because they will be able to remember more of the material that they learn in class and will better remember the material that they study outside of class. There are incredible hidden benefits behind the simple game, Mario
= The results that I have gathered from my experiment I have put into graph form. From my results I have found out that the more I exercise the longer I exercise the longer it takes for my pulse to return to normal, I think that I did not reach my potential maximum heart rate because the exercised was not strenuous enough for my body. I also discovered that when taking my pulse it takes a few seconds for the strong pulse to get back to the surface.
The two major things that will help an athlete while measuring the cardiovascular drift are progression and hydration levels. The heart rate of an athlete working hard during a workout should be no more than their maximum heart rate which is found by, if you’re a female take 226-age, if you’re a male take 220-age. If while doing a workout the maximum heart rate is exceeded by too much it may be necessary to take a break or slow down greatly. This may also help with traking the hydration of an athlete. If an athlete stays hydrated their core temperature will stay regulated which means they won’t sweat as much, which also means the heart won’t be under as much stress while transporting the oxygenated blood throughout the body to the
Play video games and lose weight? It sounds unlikely, but it's true. People are using Dance Dance Revolution a a method of losing weight because of the massive amount of physical activity involved. Chris Rettig, 33, of Colerain Township, first tried this video game 2 years ago and has since lost over 90 pounds. Certain Schools have even introduced this game into their Physical Education programs instead of chasing a ball across the gym.
By now almost everyone has heard about child obesity in America, but just how high are the rates? The answer might surprise you. According to Nate Whitman, a writer for The Huffington Post, “rates of obesity have doubled in 2- to 5-year-olds, quadrupled in 6- to 11-year-olds, and tripled in 12- to 19-year-olds” (par. 2). This is due to more children staying inside and only doing activities such as video games. They do not interact with anyone besides whomever they are talking to online. These findings are astonishing to say the least. What can we do to combat this? Involvement in organized sports helps children develop their social skills, improve their academic progress, and stay active.
Studies have shown that there is a wide variety of physical and behavioral effects that video games can have on their players.
Video games can give players experience and knowledge, but they can also, at the same time, drain energy from a player by taking away vital sleep the night before a game . Video games can be a great source of basic athletic skills, improving hand eye coordination and visual search skills. Young athletes, who have been playing and practicing with sports video games have a greater understanding than older sports stars did when they first began playing a sport, but video games cannot create an athlete. Video games help athletes become better at their sport, but the video games cannot help a person become an athlete. "A better analogy for virtual training [sports video games] could be weight lifting: It’s an activity that won’t turn you into a professional athlete, but if you are one, it will make you better at your sport" (Suellentrop 20). Sports video games impact sports performance positively, but a balance must be found between video games and real life practicing, as video games can cause harm just as much as improvement for and athletes sports performance
Vloet, Katie. "High-energy Video Games Shouldn't Replace Real Sports." High-energy Video Games Shouldn't Replace Real Sports. UMHS Public Relations, 2008. Web. 13 Dec. 2013.
Video games are used to improve physical health. Playing video games does not mean being inactive. New and improved video games involve and incorporate different types of movement in the actual game. Certain video games can reduce fat causing global weight loss (Recio 143). By turning game systems into exercise, new generation games draw people into activities and get heart rates pumping. Schools have incorporated video games into part of their physical education program. Children’s waists lines have gone down by inches due to playing video games in gym class. In gym, the machines teach things like balance, timing, and coordina...
Throughout the course of history, individuals have enjoyed playing sports. Whether it is throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However, in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With the exponential growth of technology worldwide, it is not uncommon for the average household to have a computer, PS4, Xbox One, or even a Nintendo 3DS.