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只有下肢控制的互动式电脑游戏才能有效地增加能量消耗。

Only lower limb controlled interactive computer gaming enables an effective increase in energy expenditure.

机构信息

Department of Physiology, Trinity College, Dublin 2, Ireland.

出版信息

Eur J Appl Physiol. 2011 Jul;111(7):1465-72. doi: 10.1007/s00421-010-1773-3. Epub 2010 Dec 17.

DOI:10.1007/s00421-010-1773-3
PMID:21165640
Abstract

Limited research documents if new and existing interactive computer gaming "exergaming" increase energy expenditure and cardio-respiratory costs comparable to common exercise modalities. To address this, healthy male volunteers (n = 15) completed six by 12-min test elements: PlayStation2 (PS2(hand)), Nintendo Wii boxing, walk at 5.6 km h(-1), cycle at 120 W, playing an adapted lower limb controlled PS2 (PS2(limb)) and run at 9.6 km h(-1). In addition, they played PS2(limb) for 30 min and performed an incremental treadmill test to exhaustion. Data were analysed using repeated measures ANOVA with post hoc Tukey tests, P < 0.05 inferred significance. PS2(limb) increased energy expenditure (EE) and post-exercise blood lactate (BLa) significantly higher (P < 0.001) than PS2(hand), Wii gaming or walking at 5.6 km h(-1) (EE: 30.3 ± 4.9 vs. 4.7 ± 1.1, 22.0 ± 6.1 and 17.9 ± 1.9 kJ h(-1) kg(-1); BLa: 2.4 ± 1.5 vs. 1.0 ± 0.3, 1.8 ± 0.8 and 0.9 ± 0.2 mmol L(-1)), playing the PS2(limb) raised mean EE over six times greater than PS2(hand). Mean fat and carbohydrate oxidation rates during the 9- to 12-min period playing the PS2(limb) were five and ten times greater than PS2(hand) (0.25 ± 0.10 vs. 0.05 ± 0.10, 1.69 ± 0.52 vs. 0.15 ± 0.14 g min(-1), respectively). PS2(limb) met ACSM guidelines for cardiovascular fitness; however, current Wii technology failed. In conclusion, gaming interactive technology must be adapted or designed to include the lower limbs in order to provide a significant exercise stimulus.

摘要

有限的研究文献表明,新的和现有的交互式电脑游戏“运动游戏”是否能增加与常见运动方式相当的能量消耗和心肺成本。为了解决这个问题,健康的男性志愿者(n = 15)完成了六个 12 分钟的测试项目:PlayStation2(PS2(手))、任天堂 Wii 拳击、以 5.6 公里/小时的速度行走、以 120 瓦特的功率骑行、玩适应下肢控制的 PlayStation2(PS2(腿))和以 9.6 公里/小时的速度跑步。此外,他们还玩了 30 分钟的 PS2(腿)游戏,并进行了递增式跑步机测试直至力竭。数据采用重复测量方差分析和事后 Tukey 检验进行分析,P < 0.05 表示具有显著性差异。PS2(腿)显著增加了能量消耗(EE)和运动后血乳酸(BLa)(P < 0.001),比 PS2(手)、Wii 游戏或 5.6 公里/小时的步行(EE:30.3 ± 4.9 比 4.7 ± 1.1、22.0 ± 6.1 和 17.9 ± 1.9 kJ h(-1) kg(-1);BLa:2.4 ± 1.5 比 1.0 ± 0.3、1.8 ± 0.8 和 0.9 ± 0.2 mmol L(-1))高。玩 PS2(腿)的平均 EE 是 PS2(手)的六倍多。在玩 PS2(腿)的 9-12 分钟期间,平均脂肪和碳水化合物氧化率是 PS2(手)的五倍和十倍(0.25 ± 0.10 比 0.05 ± 0.10,1.69 ± 0.52 比 0.15 ± 0.14 g min(-1))。PS2(腿)符合 ACSM 心血管健康指南;然而,目前的 Wii 技术未能达标。总之,游戏交互技术必须进行适应或设计,将下肢纳入其中,才能提供显著的运动刺激。

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