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对不同游戏等级的 Wii Fit™视频游戏的代谢反应。

Metabolic responses to Wii Fit™ video games at different game levels.

机构信息

Department of Kinesiology and Health Studies, Southeastern Louisiana University, Hammond, Louisiana, USA.

出版信息

J Strength Cond Res. 2011 Mar;25(3):689-93. doi: 10.1519/JSC.0b013e318207eae9.

Abstract

The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

摘要

Wii Fit™ 是一种互动游戏形式,旨在带来健康和健身益处,以取代久坐不动的游戏。本研究旨在确定 Wii Fit™ 健身游戏的有效性。该研究的目的是确定不同 Wii Fit™ 游戏在不同级别(包括踏步和呼啦游戏)下的最大摄氧量百分比(%VO2max)和能量消耗。8 名健康年轻女性完成了一项初步试验,以确定最大摄氧量,然后在 2 次独立平衡试验中玩 Wii Fit™。在每次会议中,受试者玩 10 分钟的不同 Wii Fit™ 游戏级别。一个会议涉及开始和中级呼啦,另一个会议涉及开始和中级踏步。通过代谢箱连续测量 VO2,在每个游戏级别结束时评估感知用力(RPE)。最低的%VO2max、千卡·分钟和 RPE 出现在开始踏步游戏中,最高值出现在中级呼啦游戏中。中级呼啦的呼吸交换率明显高于初级呼啦游戏,但踏步游戏水平之间没有显着差异。中级呼啦和踏步游戏产生的能量消耗最大,其等效效果为步行速度>5.63km·h(>3.5 英里·h)。这是第一项确定不同 Wii Fit™ 视频游戏在不同游戏级别下在成年人中引起的最大摄氧量和热量消耗百分比的研究。研究结果表明,Wii Fit™ 可以作为促进该人群身体健康的有效活动。

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