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促进活动的电子游戏与能量消耗增加

Activity-promoting video games and increased energy expenditure.

作者信息

Lanningham-Foster Lorraine, Foster Randal C, McCrady Shelly K, Jensen Teresa B, Mitre Naim, Levine James A

机构信息

Endocrine Research Unit, Mayo Clinic, Rochester, MN, USA.

出版信息

J Pediatr. 2009 Jun;154(6):819-23. doi: 10.1016/j.jpeds.2009.01.009. Epub 2009 Mar 25.

Abstract

OBJECTIVES

To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games.

STUDY DESIGN

In this single-group study, 22 healthy children (12 +/- 2 years; 11 male, 11 female) and 20 adults (34 +/- 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter.

RESULTS

Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 +/- 63 kcal/hr, P < .001, and 148 +/- 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 +/- 5 arbitrary acceleration units and 23 +/- 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii.

CONCLUSION

Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.

摘要

目的

检验以下假设,即与静态电子游戏相比,儿童和成人在玩促进活动的电子游戏时会消耗更多热量且活动量更大。

研究设计

在这项单组研究中,招募了22名健康儿童(12±2岁;11名男性,11名女性)和20名成人(34±11岁;10名男性,10名女性)。在参与者休息、站立、坐着看电视、坐着玩传统静态电子游戏以及玩促进活动的电子游戏(任天堂Wii拳击游戏)时,测量其能量消耗和身体活动情况。使用加速度计测量身体活动,使用间接热量计测量能量消耗。

结果

当儿童或成人玩任天堂Wii时,能量消耗显著高于所有其他活动(与休息时相比,平均增加189±63千卡/小时,P<.001,以及148±71千卡/小时,P<.001)。在使用加速度计检查活动情况时,儿童在玩任天堂Wii时的活动量显著高于成人(分别为55±5任意加速度单位和23±2任意加速度单位,P<.001)。

结论

促进活动的电子游戏有潜力增加儿童和成人的活动量及能量消耗。

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