[Purpose] The current study aimed to validate the exercise habits and perception of physical exercise among residents of an island in the Western Pacific Region, where the high prevalence of noncommunicable diseases is a serious health issue. [Participants and Methods] Semi-structured interviews were conducted with one doctor, three nurses, and six patients from a noncommunicable disease clinic on one island of the Kingdom of Tonga. The questions focused on the patients' exercise habits and perception of physical exercise. Their comments were structured using the KJ method. [Results] Structuring of the comments revealed that the exercise habits of the island residents had three unique features: variations in thinking and behavior toward exercise, variations in the amount of daily exercise, and the presence of key persons in the community who affect their exercise habits. [Conclusion] Exercise programs suitable for countries in the Western Pacific Region that consider environmental and cultural factors should be developed and disseminated in the future.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC10390038 | PMC |
http://dx.doi.org/10.1589/jpts.35.568 | DOI Listing |
Front Behav Neurosci
January 2025
Department of Neuroscience, Erasmus MC, Rotterdam, Netherlands.
Introduction: Physical exercise has repeatedly been reported to have advantageous effects on brain functions, including learning and memory formation. However, objective tools to measure such effects are often lacking. Eyeblink conditioning is a well-characterized method for studying the neural basis of associative learning.
View Article and Find Full Text PDFNutr Health
January 2025
Nutrition and Dietetics, Arkansas State University, State University, AR, USA.
The prevalence of disordered eating habits in college-aged females is at an all-time high. This population is more likely to experience issues with body image and poor eating behaviors due to the pressure of being a collegiate athlete. The objective of this qualitative study aimed to determine the prevalence of disordered eating habits in female collegiate athletes and determine if playing a sport puts them at risk of harmful behaviors.
View Article and Find Full Text PDFMed Humanit
January 2025
University Clinic for Psychosomatic Medicine and Psychotherapy, Medical Faculty, Campus East-Westphalia, Ruhr-Universitat Bochum, Luebbecke, Germany.
This project aimed to evaluate the acceptance of a short, animated video addressing excessive exercise within the context of eating disorder (ED) behaviours among diverse target groups, assess its impact and explore potential associations with disordered eating risk. An online survey was conducted, recruiting 170 participants who were shown a 3-minute and 11-second long animated video portraying narratives of individuals with lived experiences related to excessive exercise and ED. Participants provided demographic information, engaged in the video evaluation answering a 9-item questionnaire and completed a subsequent ED screening and a drive for muscularity questionnaire.
View Article and Find Full Text PDFFront Public Health
January 2025
Department of Health Management, Faculty of Public Health, Lithuanian University of Health Sciences, Kaunas, Lithuania.
The Aim Of This Study: to analyze lifestyle changes among older adults during and after COVID-19 pandemic in Lithuania, with a particular focus on eating habits, physical activity, social engagement and harmful habits.
Methods: The representative sample of Lithuanian population over 65 years old (1,503 individuals) was involved in the questionnaire survey, performed in January 2024.
Results: Most of the eating habits and the body weight of the older adults did not change during the COVID-19 pandemic in Lithuania.
Front Sports Act Living
January 2025
Department of Kinesiology, Texas Christian University, Fort Worth, TX, United States.
Introduction: Since the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. Despite the rapid growth of the industry, there is little recent data investigating the time adult video game players spend sedentary playing video games and the time they spent engaged in physical activity.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!