The School of Exercise Leisure and Sport, Kent State University, Kent, OH 44240, USA.
Ann Behav Med. 2010 May;39(2):162-9. doi: 10.1007/s12160-010-9164-x.
While there is emerging research outlining the physiologic cost of the physically interactive Nintendo Wii, there are no evaluations of the relative reinforcing value (RRV) of the Wii versus a sedentary alternative.
The purpose of this study is to evaluate the physiologic cost, RRV, and liking of playing Wii Sports Boxing (Wii) versus a traditional sedentary video game (SVG) in 11 lean and 13 overweight/obese 8- to 12-year-old children.
Heart rate (HR) and VO(2) were assessed during rest, treadmill walking, and playing an SVG and Wii using a counterbalance design. Liking was assessed during treadmill walking and video game play. RRV was assessed for Wii versus SVG.
Average HR, VO(2), and liking were significantly greater for Nintendo Wii (p < or = 0.001 for all) than all other conditions. Lean children displayed a greater (p < 0.001) peak responding for access to Wii relative to the SVG while overweight/obese children did not (p > or = 0.16).
Wii was a well-liked activity of greater physiologic intensity than both the SVG and treadmill walking. Lean children were more motivated while overweight/obese children were equally as motivated to play Wii relative to the SVG.
虽然有越来越多的研究概述了身体互动的任天堂 Wii 的生理成本,但还没有评估 Wii 与久坐不动的替代方案相比的相对强化价值(RRV)。
本研究旨在评估 11 名瘦人和 13 名超重/肥胖 8 至 12 岁儿童在玩 Wii Sports Boxing(Wii)与传统久坐不动视频游戏(SVG)时的生理成本、RRV 和喜好。
使用平衡设计评估休息、跑步机行走和玩 SVG 和 Wii 期间的心率(HR)和 VO₂。在跑步机行走和视频游戏期间评估喜好。评估 Wii 与 SVG 的 RRV。
与所有其他条件相比,任天堂 Wii 的平均 HR、VO₂ 和喜好明显更高(p < 或 = 0.001 所有)。与 SVG 相比,瘦儿童对访问 Wii 的峰值反应更大(p < 0.001),而超重/肥胖儿童则没有(p > 或 = 0.16)。
Wii 是一种更受喜爱的活动,其生理强度大于 SVG 和跑步机行走。与 SVG 相比,瘦儿童玩 Wii 的动机更强,而超重/肥胖儿童的动机则相当。