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大学生中的主动式视频/街机游戏(运动游戏)与能量消耗

Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

作者信息

Siegel Shannon R, L Haddock Bryan, Dubois Andrea M, Wilkin Linda D

机构信息

Department of Kinesiology, California State University - San Bernardino, San Bernardino, CA, USA.

出版信息

Int J Exerc Sci. 2009;2(3):165-174.

PMID:20407622
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC2856349/
Abstract

Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent. A portable metabolic cart and HR monitor were attached to participants to measure baseline and exercise values. Participants could play any of the three games for 30 minutes while metabolic and HR data were collected. Exercise data were compared to baseline measures, and the 3 games were compared for EE. Paired sample t-tests showed baseline and exercise values differed for HR (t(12) = -18.91, p < 0.01), and EE (t(12) = -15.62, p < 0.01). The boxing game provided the highest VO2 (17.47 ± 4.79 ml·kg(·-1)min(-1)). Participants achieved 60% or better of their HR reserve (162.82 ± 10.78 beats·min(-1),) well within the ACSM guidelines for a training HR. Caloric expenditure during the 30-minute exercise session (226. 07 ± 48.68) is also within the ACSM recommendations for daily physical activity. Thus, interactive video/arcade games that require physical activity to play can be utilized as part of an overall aerobic exercise program.

摘要

电子游戏在年轻人中越来越受欢迎。这项初步研究的目的是确定需要进行身体活动才能玩的交互式视频/街机游戏是否能充分增加年轻人的能量消耗(EE)和心率(HR),从而引发训练反应。13名年龄在26.6±5.7岁的男性和女性参与了该研究。参与者熟悉了设备,并被允许使用三款游戏进行练习:(1)移动并击打发光垫子;(2)骑自行车以加快赛车速度;(3)与视频模拟对手进行拳击。为参与者连接了便携式代谢推车和心率监测器,以测量基线和运动值。参与者可以在收集代谢和心率数据的同时,玩这三款游戏中的任何一款30分钟。将运动数据与基线测量值进行比较,并比较三款游戏的能量消耗。配对样本t检验显示,心率(t(12) = -18.91,p < 0.01)和能量消耗(t(12) = -15.62,p < 0.01)的基线值和运动值存在差异。拳击游戏的摄氧量最高(17.47±4.79毫升·千克⁻¹·分钟⁻¹)。参与者达到了其心率储备的60%或更高(162.82±10.78次·分钟⁻¹),完全符合美国运动医学学会(ACSM)训练心率的指导方针。30分钟运动期间的热量消耗(226.07±48.68)也在ACSM每日身体活动建议范围内。因此,需要进行身体活动才能玩的交互式视频/街机游戏可以作为整体有氧运动计划的一部分。

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