Browsing by Author "Ihle, Andreas"
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- Differential Patterns in Motivations for Practicing Sport and Their Effects on Physical Activity Engagement across the LifespanPublication . Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; Gouveia, Bruna R.; Marques, Adilson; França, Cíntia; Campos, Pedro; Martins, Francisco; Garcia-Mayor, Jesús; Ihle, AndreasThis study aims to report what motivates individuals to be physically active, to determine whether motivating factors influence physical activity (PA) levels, and whether this differs across the lifespan. This is a cross-sectional study with 498 individuals: 117 adolescents, 306 adults, and 75 older adults. PA was assessed using Baecke’s questionnaire, and motivating factors for practicing sports were investigated using a scale with twelve questions. The factor analysis identified three motivating factors for sports practice: psychosocial, bodily, and well-being. The scale’s overall reliability and internal consistency indicated a Cronbach’s alpha of 0.885. The analysis of covariance (ANCOVA) adjusted for sex indicated the three factors as having a significant effect on PA (p < 0.050); however, only the well-being factor showed a significant interaction with age groups (p = 0.023, ηp2 = 0.030). Subsequently, the effect of the well-being factor on PA scores in each age group was explored through regression analyses. Only older adults showed a significant association in the unadjusted [OR = 0.378, p = 0.001, R2 = 0.243] and the sex-adjusted analysis [OR = 0.377, p = 0.001, R2 = 0.288]. These results help us to better understand the underlying motivational reasons in different age groups for engaging in sports.
- Emerging Technologies to Promote Fans Interaction in Football Events: A Systematic ReviewPublication . Martins, Francisco; França, Cíntia; Paixão, Pedro; Martinho, Diogo V.; Campos, Pedro; Gouveia, Bruna R.; Lopes, Hélder; Ihle, Andreas; Marques, Eduardo; Gouveia, Élvio Rúbio; Gouveia, BrunaAs the digital revolution continues to take hold in contemporary society, new technology and communications networks have provided football with new possibilities and prospects for expansion. This study provides an assessment of the published research regarding innovative digital tools designed to increase the interactivity of fans when watching a football match, regardless of whether they do it at home or at the stadium. A systematic review of the literature was performed, following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guideline. The search was conducted in the PubMed, Web of Science, and Scopus databases. The final sample included eleven studies for analysis. Overall, the investigations that structure this review seem to be in the early stages of their development, with eight of them making tests with the target audience and the other three still in protocol development processes. Six studies concluded that fans had positive and exciting experiences using mobile applications or interactive systems. Two studies showed promising results in the area of football fans’ health, and only one study showed some difficulties for fans using an ad hoc network in the stadium. Adding personal information, fan interaction systems, specific information about the players and the teams’ tactical strategies, and interactive fan voting seem to be important elements for designing a successful interactive tool that contributes to increasing fans’ enthusiasm during football matches.
- Sex Differences in Falls: The Mediating Role of Gait Stability Ratio and Body Balance in Vulnerable Older AdultsPublication . Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; Gouveia, Élvio Rúbio; Gouveia, Bruna R.; Marques, Adilson; França, Cíntia; Marconcin, Priscila; Freitas, Duarte L.; Ihle, AndreasThis study, conducted on a large sample of older adults at elevated fall risk (1), aimed to verify statistical differences in gait stability ratio (GSR) and body balance (BB) according to sex, (2) to examine and compare GSR and BB performance between older adult fallers and non-fallers, (3) to determine an association between GSR and BB according to the history of falls, and (4) to explore whether GSR and BB mediate the association between sex and falls. We included 619 individuals (69.8 ± 5.6 years) living in the Autonomous Region of Madeira, Portugal. The frequency of falls was obtained by self-report. BB was determined by the Fullerton Advanced Balance scale, while GSR was established by dividing cadence by gait speed and data collected during the 50-foot walk test. Males indicated a lower prevalence of falls in the last 12 months (23.6%), while females had a higher score (48.7%), as well as a lower balance performance (p < 0.001) and higher GSR scores (p < 0.001). Lower BB control (p < 0.001), as well as higher GSR, were more expressive for fallers (p < 0.001). We found a large, negative and significant correlation between GSR and BB for historical falls (r = −0.560; p < 0.001), and between male and female cohorts (r = −0.507; p < 0.001). The total effect of sex on falls mediated by GSR and BB was 16.4%. Consequently, GSR and BB mediated this association by approximately 74.0% and 22.5%, respectively.
- The effect of the ProBalance Programme on health-related quality of life of community-dwelling older adults: A randomised controlled trialPublication . Gouveia, Bruna R.; Gouveia, Élvio R.; Ihle, Andreas; Jardim, Helena G.; Martins, MM; Freitas, Duarte L.; Kliegel, MatthiasHealth-related quality of life (HRQoL) is an important health outcome in older adults. This study aimed to assess the efficacy of the ProBalance rehabilitation programme on HRQoL of community-dwelling older adults with balance impairments and to investigate whether effects differ between age groups and/or HRQoL components.
- Virtual Reality Gaming in Rehabilitation after Musculoskeletal Injury—User Experience Pilot StudyPublication . Gouveia, Bruna R.; Gouveia, Élvio Rúbio; Campos, Pedro; França, Cristiano S.; Rodrigues, Louis M.; Martins, Francisco; França, Cíntia; Gonçalves, Frederica; Teixeira, Fernando; Ihle, AndreasThe purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = −5.16, p < 0.001), from Game 1 to Game 3 (z = −5.05, p < 0.001), from Game 1 to Game 4 (z = −4.87, p < 0.001), and from Game 1 to Game 5 (z = −3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following-up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.
