Department of Nutrition, Gillings School of Global Public Health, The University of North Carolina at Chapel Hill, Chapel Hill, NC, USA.
Med Sci Sports Exerc. 2011 Oct;43(10):1987-93. doi: 10.1249/MSS.0b013e318216ebf3.
Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller).
Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women).
All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001).
Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.
玩体育活动视频游戏可能是增加身体活动和/或减少久坐行为的一种方式,但并非所有游戏都是活跃或有趣的。活跃游戏可能在重要属性上与传统游戏有所不同,这可能会影响游戏的频率和强度。本研究的目的是调查四种游戏类型(射击游戏、乐队模拟游戏、舞蹈模拟游戏和健身游戏)在能量消耗和娱乐性方面的差异。
在 100 名年龄在 18-35 岁的年轻人(50 名女性)中,使用 10 款游戏测量能量消耗(METs)和娱乐性。
除射击游戏外,所有游戏在休息时均显著增加能量消耗(P < 0.001)。健身和舞蹈游戏分别增加了 322%(平均 ± 标准差 = 3.10 ± 0.89 METs)和 298%(2.91 ± 0.87 METs)的能量消耗,这比乐队模拟游戏(73%,1.28 ± 0.28 METs)和射击游戏(23%,0.91 ± 0.16 METs)增加的更多。然而,乐队模拟游戏的娱乐性更高(P < 0.001)。在两种最活跃的游戏类型中,正常体重参与者的体重校正能量消耗大于超重参与者(P < 0.001)。
活跃的视频游戏可以显著增加屏幕时间内消耗的能量,但这些游戏不如其他更久坐的游戏有趣,这表明它们可能不太可能随着时间的推移而被持续玩。不太活跃但更有趣的视频游戏可能是减少久坐行为的一种有前途的方法。