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互动视频游戏骑行对超重和肥胖青少年健康的影响。

Effects of interactive video game cycling on overweight and obese adolescent health.

机构信息

Healthy Active Living and Obesity Research, Children's Hospital of Eastern Ontario Research Institute, 401 Smyth Rd., Ottawa, ON K1H 8 L1, Canada.

出版信息

Appl Physiol Nutr Metab. 2010 Dec;35(6):805-15. doi: 10.1139/H10-078.

DOI:10.1139/H10-078
PMID:21164552
Abstract

The purpose of this study was to examine the efficacy of interactive video game stationary cycling (GameBike) in comparison with stationary cycling to music on adherence, energy expenditure measures, submaximal aerobic fitness, body composition, and cardiovascular disease risk markers in overweight and obese adolescents, using a randomized controlled trial design. Thirty overweight (with at least 1 metabolic complication) or obese adolescents aged 12-17 years were stratified by gender and randomized to video game or music condition, with 4 participants (2 per group) failing to complete the twice weekly 60 min sessions of the 10-week trial. The music group had a higher rate of attendance compared with the video game group (92% vs. 86%, p < 0.05). Time spent in minutes per session at vigorous intensity (80%-100% of predicted peak heart rate) (24.9 ± 20 min vs. 13.7 ± 12.8 min, p < 0.05) and average distance (km) pedaled per session (12.5 ± 2.8 km vs. 10.2 ± 2.2 km, p < 0.05) also favoured the music group. However, both interventions produced significant improvements in submaximal indicators of aerobic fitness as measured by a graded cycle ergometer protocol. Also, when collapsed, the exercise modalities reduced body fat percentage and total cholesterol. The present study indicates that cycling to music was just as effective as stationary cycling while playing video games at improving fitness, body composition, and cholesterol profiles in overweight and obese teens, and resulted in increased attendance, vigorous intensity of physical activity, and distance pedaled. Therefore, our data support the superiority of cycling to music and indicate investing in the more expensive GameBike may not be worth the cost.

摘要

本研究旨在比较互动视频游戏固定自行车(GameBike)与固定自行车配合音乐的效果,采用随机对照试验设计,评估其在超重和肥胖青少年中的依从性、能量消耗测量、亚极量有氧健身、身体成分和心血管疾病风险标志物的影响。30 名超重(至少有 1 种代谢并发症)或肥胖青少年(12-17 岁)按性别分层并随机分配到视频游戏或音乐条件组,其中 4 名参与者(每组 2 名)未能完成 10 周、每周 2 次、每次 60 分钟的试验。与视频游戏组相比,音乐组的出勤率更高(92%比 86%,p<0.05)。高强度(80%-100%预测峰值心率)的每节课程时间(分钟)(24.9±20 分钟比 13.7±12.8 分钟,p<0.05)和每节课程平均骑行距离(公里)(12.5±2.8 公里比 10.2±2.2 公里,p<0.05)也有利于音乐组。然而,两种干预措施都显著提高了亚极量有氧健身的指标,如分级踏车试验。此外,当合并时,这两种运动方式都降低了体脂百分比和总胆固醇。本研究表明,在提高超重和肥胖青少年的健康水平、身体成分和胆固醇水平方面,骑固定自行车配合音乐与骑固定自行车玩视频游戏一样有效,而且增加了出勤率、体力活动的剧烈强度和骑行距离。因此,我们的数据支持骑固定自行车配合音乐的优越性,并表明投资更昂贵的 GameBike 可能并不值得。

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