Lanningham-Foster Lorraine, Jensen Teresa B, Foster Randal C, Redmond Aoife B, Walker Brian A, Heinz Dieter, Levine James A
Endocrine Research Unit, Mayo Clinic, 200 First St, SW, Rochester, MN 55905, USA.
Pediatrics. 2006 Dec;118(6):e1831-5. doi: 10.1542/peds.2006-1087.
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.
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.
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).
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.
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。
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。
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%。
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。