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Boccia: Kinematics of the throwing and its relationship with virtual reality

Abstract

The objectives of this study were to correlate biomechanical characteristics of the upper limb during the throw of the boccia and bowling game Kinect Sports Xbox video game from Microsoft Games Studios®. The participants were 8 athletes, 5 classified as BC2 and BC4 as 3. Measurements of the angles of wrist and elbow and the average linear velocity of the most effective pitches through footage for kinematic analysis were collected Similarities were found in the angles of wrist and elbow and the average linear velocity of pitches in both situations. Thus, it is concluded that the use of virtual reality is a factor to be considered in the training of boccia.

KEYWORDS
Sports for persons with disabilities; Virtual reality exposure therapy; Biomechanical phenomena; Video games

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