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直接观察儿童在互动式和在线电子游戏中的偏好和活动水平。

Direct observation of children's preferences and activity levels during interactive and online electronic games.

机构信息

Institute of Human Performance, University of Hong Kong.

出版信息

J Phys Act Health. 2010 Jul;7(4):484-9. doi: 10.1123/jpah.7.4.484.

DOI:10.1123/jpah.7.4.484
PMID:20683090
Abstract

BACKGROUND

Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls.

METHODS

Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game.

RESULTS

Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively.

CONCLUSIONS

New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.

摘要

背景

互动电子游戏最近普及开来,人们认为它们有助于促进儿童的身体活动(PA)。本研究的目的是考察超重和非超重男孩和女孩在互动和在线电子游戏中对游戏的偏好和身体活动水平。

方法

我们使用 SOFIT 的改良版,在 2 个 60 分钟的娱乐时段内,系统地观察了 70 名香港中国儿童(35 名男孩,35 名女孩;50 名非超重,20 名超重),年龄为 9 至 12 岁,并记录了他们的游戏模式选择和身体活动水平。在第 1 节中,孩子们可以玩互动或在线电子保龄球游戏,在第 2 节中,他们可以玩互动或在线电子跑步游戏。

结果

孩子们在 94%的游戏时间内选择玩游戏,将时间分配在互动(52%)和在线(48%)版本之间。与在线电子版本相比(游戏时间的 2%),他们在互动游戏中进行了更多的中等到剧烈的身体活动(MVPA)(70%)。男孩和非超重儿童在互动游戏中消耗的能量相对高于女孩和超重儿童。

结论

新一代互动游戏可以促进儿童的身体活动,并且只要有机会,儿童可能会选择互动游戏而不是久坐的游戏版本。

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