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儿童久坐屏幕时间与活跃屏幕时间的能量消耗比较。

Energy expenditure of sedentary screen time compared with active screen time for children.

作者信息

Lanningham-Foster Lorraine, Jensen Teresa B, Foster Randal C, Redmond Aoife B, Walker Brian A, Heinz Dieter, Levine James A

机构信息

Endocrine Research Unit, Mayo Clinic, 200 First St, SW, Rochester, MN 55905, USA.

出版信息

Pediatrics. 2006 Dec;118(6):e1831-5. doi: 10.1542/peds.2006-1087.

Abstract

OBJECTIVE

We examined the effect of activity-enhancing screen devices on children's energy expenditure compared with performing the same activities while seated. Our hypothesis was that energy expenditure would be significantly greater when children played activity-promoting video games, compared with sedentary video games.

METHODS

Energy expenditure was measured for 25 children aged 8 to 12 years, 15 of whom were lean, while they were watching television seated, playing a traditional video game seated, watching television while walking on a treadmill at 1.5 miles per hour, and playing activity-promoting video games.

RESULTS

Watching television and playing video games while seated increased energy expenditure by 20 +/- 13% and 22 +/- 12% above resting values, respectively. When subjects were walking on the treadmill and watching television, energy expenditure increased by 138 +/- 40% over resting values. For the activity-promoting video games, energy expenditure increased by 108 +/- 40% with the EyeToy (Sony Computer Entertainment) and by 172 +/- 68% with Dance Dance Revolution Ultramix 2 (Konami Digital Entertainment).

CONCLUSIONS

Energy expenditure more than doubles when sedentary screen time is converted to active screen time. Such interventions might be considered for obesity prevention and treatment.

摘要

目的

我们研究了与坐着进行相同活动相比,增强活动的屏幕设备对儿童能量消耗的影响。我们的假设是,与久坐类电子游戏相比,儿童玩促进活动的电子游戏时能量消耗会显著增加。

方法

对25名8至12岁的儿童进行能量消耗测量,其中15名儿童体型偏瘦,测量内容包括他们坐着看电视、坐着玩传统电子游戏、以每小时1.5英里的速度在跑步机上行走时看电视以及玩促进活动的电子游戏。

结果

坐着看电视和玩电子游戏时,能量消耗分别比静息值增加了20±13%和22±12%。当受试者在跑步机上行走并看电视时,能量消耗比静息值增加了138±40%。对于促进活动的电子游戏,使用EyeToy(索尼电脑娱乐公司)时能量消耗增加了108±40%,使用《劲舞革命超混音2》(科乐美数字娱乐公司)时能量消耗增加了172±68%。

结论

当久坐屏幕时间转换为活跃屏幕时间时,能量消耗增加一倍多。可考虑采取此类干预措施来预防和治疗肥胖症。

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