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青少年、年轻成年人和老年人使用 Wii Fit 的生理成本和享受。

The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults.

机构信息

Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, United Kingdom.

出版信息

J Phys Act Health. 2010 May;7(3):393-401. doi: 10.1123/jpah.7.3.393.

Abstract

BACKGROUND

Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming. The physiological cost and enjoyment of exergaming in adolescents, and young and older adults has not been documented, nor compared with aerobic exercise. This study compared the physiological cost and enjoyment of exergaming on Wii Fit with aerobic exercise in 3 populations.

METHODS

Cardiorespiratory and enjoyment measurements were compared in 14 adolescents, 15 young adults, and 13 older adults during handheld inactive video gaming, Wii Fit activities (yoga, muscle conditioning, balance, aerobics), and brisk treadmill walking and jogging.

RESULTS

For all groups EE and heart rate (HR) of Wii Fit activities were greater than handheld gaming (P < .001) but lower than treadmill exercise (P <or= .001). Wii aerobics elicited moderate intensity activity in adolescents, young adults, and older adults with respective mean (SD) metabolic equivalents of 3.2 (0.7), 3.6 (0.8), and 3.2 (0.8). HR during Wii aerobics fell below the recommended intensity for maintaining cardiorespiratory fitness. Group enjoyment rating was greater for Wii balance and aerobics compared with treadmill walking and jogging (P <or= .05).

CONCLUSIONS

Wii Fit appears an enjoyable exergame for adolescents and adults, stimulating light-to-moderate intensity activity through the modification of typically sedentary leisure behavior.

摘要

背景

与久坐的电子游戏相比,积极的电子游戏(健身游戏)会增加能量消耗(EE)和身体活动(PA)。然而,青少年、年轻成年人和老年人在进行健身游戏时的生理成本和娱乐性尚未得到记录,也未与有氧运动进行比较。本研究比较了 3 个人群在 Wii Fit 上进行健身游戏和进行有氧运动时的生理成本和娱乐性。

方法

在 14 名青少年、15 名年轻成年人和 13 名老年人中,比较了手持非活动视频游戏、Wii Fit 活动(瑜伽、肌肉锻炼、平衡、有氧运动)以及快步走和慢跑时的心肺功能和娱乐测量值。

结果

对于所有组,Wii Fit 活动的 EE 和心率(HR)均高于手持游戏(P<0.001),但低于跑步机运动(P<0.001)。Wii 有氧运动在青少年、年轻成年人和老年人中引起中等强度的活动,相应的平均(SD)代谢当量分别为 3.2(0.7)、3.6(0.8)和 3.2(0.8)。Wii 有氧运动期间的 HR 低于保持心肺健康的推荐强度。与跑步机步行和慢跑相比,Wii 平衡和有氧运动的小组娱乐评分更高(P<0.05)。

结论

Wii Fit 似乎是一种适合青少年和成年人的有趣健身游戏,通过改变通常久坐的休闲行为,刺激轻到中度强度的活动。

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