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成年人在玩积极的视频游戏时的代谢当量:代谢室研究。

METs in adults while playing active video games: a metabolic chamber study.

机构信息

Health Promotion and Exercise Program, National Institute of Health and Nutrition, Shinjuku, Tokyo, Japan.

出版信息

Med Sci Sports Exerc. 2010 Jun;42(6):1149-53. doi: 10.1249/MSS.0b013e3181c51c78.

Abstract

PURPOSE

Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities.

METHODS

Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity.

RESULTS

The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (<3 METs), and 22 activities (33%) were classified as moderate intensity (3.0-6.0 METs). There were no vigorous-intensity activities (>6.0 METs).

CONCLUSIONS

Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

摘要

目的

通过手臂动作和运动控制的有源视频游戏系统(任天堂 Wii Sports)和通过力板控制的视频游戏(Wii Fit Plus)越来越受欢迎。本研究旨在确定 Wii Fit Plus 和 Wii Sports 游戏活动中的能量消耗(EE)。

方法

12 名成年男女进行了 Wii Sports(五项活动:高尔夫、保龄球、网球、棒球和拳击)和 Wii Fit Plus(63 项活动,分为瑜伽、阻力、平衡和有氧运动)的所有活动。每项活动至少持续 8 分钟以获得稳定状态的 EE。因为 EE 是在由密封室(20,000 或 15,000 L)组成的开路间接代谢室中评估的,所以在玩游戏时,受试者可以自由地收集呼出的气体而无需使用仪器。代谢当量(MET)值是从休息时的 EE 和活动时的稳定 EE 计算得出的。

结果

所有 68 项活动的平均 MET 值分布范围很广,从 1.3 METs(莲花聚焦)到 5.6 METs(单臂站立)。Wii Fit Plus 和 Wii Sports 的瑜伽、平衡、阻力和有氧运动的平均 MET 值分别为 2.1、2.0、3.2、3.4 和 3.0 METs。46 项活动(67%)被归类为低强度(<3 METs),22 项活动(33%)被归类为中等强度(3.0-6.0 METs)。没有高强度活动(>6.0 METs)。

结论

根据美国运动医学学院和美国心脏协会提供的指南,花费时间玩三分之一的运动和手势控制视频游戏的活动量可以计入每天所需的运动量,这些指南强调每天进行 30 分钟的中等强度体育活动,每周 5 天。

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