Background: Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) infection is a critical concern among healthcare workers (HCWs). Other studies have assessed SARS-CoV-2 virus and antibodies in HCWs, with disparate findings regarding risk based on role and demographics.
Methods: We screened 3904 employees and clinicians for SARS-CoV-2 virus positivity and serum immunoglobulin (Ig)G at a major New Jersey hospital from April 28 to June 30, 2020.
Background: The ability of interactive video games (IVGs) to individualize physical demands influences their viability as a physical activity option. This study examined the influence of experience level on activity levels and affect resulting from playing a martial arts IVG.
Methods: Twenty participants completed 3 15-minute trials: (1) walking, (2) IVG with no previous experience (INEXP), and (3) IVG activity after 2 hours of practice (EXP) during which heart rate (HR), step counts, metabolic equivalents of task (METs), ratings of perceived exertion (RPE), session RPE, and affect (positive/negative affect, enjoyment) were measured.
Exergames may be useful for promoting physical activity in younger populations. Heart rate (HRs) responses and rating of perceived exertion (RPE) at self-selected intensities were compared in college-age participants during 2 modes of exergame activity vs. traditional exercise.
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