Suppr超能文献

玩视频游戏时的能量消耗和乐趣:按游戏类型的差异。

Energy expenditure and enjoyment during video game play: differences by game type.

机构信息

Department of Nutrition, Gillings School of Global Public Health, The University of North Carolina at Chapel Hill, Chapel Hill, NC, USA.

出版信息

Med Sci Sports Exerc. 2011 Oct;43(10):1987-93. doi: 10.1249/MSS.0b013e318216ebf3.

Abstract

PURPOSE

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).

METHODS

Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women).

RESULTS

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).

CONCLUSIONS

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.

摘要

目的

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。

方法

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。

结果

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)。

结论

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。

相似文献

9
Activity and energy expenditure in older people playing active video games.老年人玩动作视频游戏时的活动量和能量消耗。
Arch Phys Med Rehabil. 2012 Dec;93(12):2281-6. doi: 10.1016/j.apmr.2012.03.034. Epub 2012 Apr 17.

引用本文的文献

本文引用的文献

6
Playing active video games increases energy expenditure in children.玩电子竞技游戏会增加儿童的能量消耗。
Pediatrics. 2009 Aug;124(2):534-40. doi: 10.1542/peds.2008-2851. Epub 2009 Jul 13.
7
Activity-promoting video games and increased energy expenditure.促进活动的电子游戏与能量消耗增加
J Pediatr. 2009 Jun;154(6):819-23. doi: 10.1016/j.jpeds.2009.01.009. Epub 2009 Mar 25.
8
The motivating role of violence in video games.暴力在电子游戏中的激励作用。
Pers Soc Psychol Bull. 2009 Feb;35(2):243-59. doi: 10.1177/0146167208327216.
9
The evolving definition of "sedentary".“久坐”定义的演变
Exerc Sport Sci Rev. 2008 Oct;36(4):173-8. doi: 10.1097/JES.0b013e3181877d1a.

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验