Unit for Occupational and Environmental Epidemiology, Institute for Occupational, Social and Environmental Medicine, Clinical Centre of the University of Munich, Germany.
J Sci Med Sport. 2011 Jan;14(1):42-5. doi: 10.1016/j.jsams.2010.07.009. Epub 2010 Sep 15.
One component of the recent obesity epidemic is the sedentary behaviour of children and adolescents e.g., use of video games consoles. The new generation of video games requires body movements and might thus increase activity. The aim of this study was to evaluate whether such games could have an effect on physical activity in obese adolescents in a clinical setting. Between March and May 2007 activity-promoting video games ("apvg") were offered to all 84 inpatients (aged 13-28 years) registered in a long-term rehabilitation programme on a voluntary base. Reasons for (non-)attendance were assessed. Frequency and duration of use of the activity-promoting video game sessions were documented. Furthermore, heart rate and activity counts during use of "apvg", endurance training, and strength training were measured. Of 84 inpatients, 51 used the "apvg" at least once (69%) over the study period. The median weekly use of the intervention was 27 min during the first week (range 0-182 min), declining to zero (range 0-74 min) in week four. Mean heart rate during the sessions (mean 115 bpm; 95% confidence interval 108-122 bpm) was similar to the heart rate during strength training (106 bpm; 101-112 bpm). The results indicate that the video games could have an impact on the activity of obese adolescents and young adults. However, as the interest in the devices seems to be too low the suitability of them for weight reduction programmes in young people cannot be ensured.
儿童和青少年肥胖症流行的一个因素是他们久坐不动的行为,例如,玩视频游戏。新一代的视频游戏需要身体运动,因此可能会增加活动量。本研究的目的是评估在临床环境中,这些游戏是否会对肥胖青少年的身体活动产生影响。2007 年 3 月至 5 月期间,在一个长期康复计划中,向所有 84 名住院患者(年龄 13-28 岁)自愿提供促进活动的视频游戏(“apvg”)。评估参加和不参加的原因。记录使用促进活动的视频游戏的频率和持续时间。此外,还测量了使用“apvg”、耐力训练和力量训练时的心率和活动计数。在 84 名住院患者中,有 51 名(69%)在研究期间至少使用过一次“apvg”。在第一周,每周干预的中位数使用时间为 27 分钟(范围 0-182 分钟),第四周降至零(范围 0-74 分钟)。游戏过程中的平均心率(平均 115 次/分钟;95%置信区间 108-122 次/分钟)与力量训练时的心率(106 次/分钟;101-112 次/分钟)相似。结果表明,视频游戏可能会影响肥胖青少年和年轻人的活动量。然而,由于对这些设备的兴趣似乎太低,因此不能保证它们适合年轻人的减肥计划。