Maddison Ralph, Mhurchu Cliona Ni, Jull Andrew, Jiang Yannan, Prapavessis Harry, Rodgers Anthony
Clinical Trials Research Unit, University of Auckland, Auckland, New Zealand.
Pediatr Exerc Sci. 2007 Aug;19(3):334-43. doi: 10.1123/pes.19.3.334.
This study sought to quantify the energy expenditure and physical activity associated with playing the "new generation" active and nonactive console-based video games in 21 children ages 10-14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129-400%), heart rate (43-84%), and activity counts (122-1288 versus 0-23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
本研究旨在量化21名10至14岁儿童玩“新一代”有源和无源家用游戏机视频游戏时的能量消耗和身体活动情况。在儿童玩无源和有源家用游戏机视频游戏时,持续评估由耗氧量(VO2)得出的能量消耗(千卡)。使用活动记录仪加速度计持续评估身体活动情况。玩有源家用游戏机视频游戏时,能量消耗(129 - 400%)、心率(43 - 84%)和活动计数(122 - 1288对0 - 23)较基线有显著(p < .001)增加。短时间玩有源家用游戏机视频游戏的强度与诸如散步、跳绳和慢跑等轻度至中度传统体育活动相似。