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在大学生参与者中,与传统运动相比,自主选择的电子游戏运动强度下的心率和感知用力。

Heart rate and perceived exertion during self-selected intensities for exergaming compared to traditional exercise in college-age participants.

机构信息

Department of Health, Physical Education, and Recreation, Missouri Western State University, St Joseph, Missouri, USA.

出版信息

J Strength Cond Res. 2011 Jun;25(6):1736-42. doi: 10.1519/JSC.0b013e3181e06f13.

DOI:10.1519/JSC.0b013e3181e06f13
PMID:21386720
Abstract

Exergames may be useful for promoting physical activity in younger populations. Heart rate (HRs) responses and rating of perceived exertion (RPE) at self-selected intensities were compared in college-age participants during 2 modes of exergame activity vs. traditional exercise. Thirty-seven participants (men: 20, women: 17) completed 3 30-minute self-selected intensity trials: (a) video game interactive bicycle ergometer (GB) (CatEye GB300), (b) interactive video dance game (Dance Dance Revolution [DDR]), and (c) traditional cycle ergometer (CE) while watching television. Mean HR, peak HR (PkHR), and minutes above target HR (THR) were significantly higher for GB (144 ± 22 b · min(-1) [57% HR reserve (HRR)], 161 ± 23 b · min(-1), and 22.5 ± 11.1 minutes) than for DDR (119 ± 16 b · min(-1) [37% HRR], 138 ± 20 b · min(-1), and 11.2 ± 11.9 minutes) or for CE (126 ± 20 b · min(-1) [42% HRR], 144 ± 24 b · min(-1), and 14.2 ± 12.6 minutes). The RPE was significantly higher for GB (4.2 ± 1.5) and CE (3.8 ± 1.2) than for DDR (2.7 ± 1.3). Recovery HR (RecHR) (15 minutes postexercise) was significantly higher for GB (91 ± 14 b · min(-1)) than for DDR (80 ± 11 b · min(-1)) and neared significance vs. CE (84 ± 14 b · min(-1), p = 0.059). No difference in PkHR, RecHR, or minutes above THR was observed between DDR and CE. Session RPE was significantly higher for GB (4.6 ± 1.7) and CE (4.1 ± 1.6) than for DDR (2.8 ± 1.5). All modes elicited extended proportions of time above THR; GB: 75%, DDR: 37%, and CE: 47%. Results support that exergames are capable of eliciting physiological responses necessary for fitness improvements. Practitioners might consider exergames as periodic activity options for clients needing motivation to be regularly active.

摘要

在两种不同的健身模式(电子游戏互动自行车测力计[GB]和传统的自行车测力计[CE])和一种电子互动舞蹈游戏(DDR)中,参与者可以自主选择运动强度,通过比较年轻人在运动过程中的心率(HR)反应和主观体力感觉(RPE),评估电子游戏健身的效果。在 37 名参与者(男性 20 人,女性 17 人)中,完成了 3 个 30 分钟的自主选择强度试验:(a)视频游戏互动自行车测力计(GB)(CatEye GB300),(b)互动视频舞蹈游戏(DDR),(c)传统的自行车测力计(CE),同时观看电视。GB(心率储备的 57%,161 ± 23 b · min(-1))、PkHR(161 ± 23 b · min(-1))和 THR 以上的分钟数(22.5 ± 11.1 分钟)明显高于 DDR(心率储备的 37%,138 ± 20 b · min(-1))和 CE(心率储备的 42%,144 ± 24 b · min(-1))。GB 的 RPE(4.2 ± 1.5)和 CE(3.8 ± 1.2)明显高于 DDR(2.7 ± 1.3)。运动后 15 分钟的恢复 HR(RecHR)(GB:91 ± 14 b · min(-1))明显高于 DDR(80 ± 11 b · min(-1)),与 CE(84 ± 14 b · min(-1))相比接近显著差异(p = 0.059)。DDR 和 CE 之间的 PkHR、RecHR 或 THR 以上分钟数无差异。GB(4.6 ± 1.7)和 CE(4.1 ± 1.6)的运动后主观体力感觉(RPE)明显高于 DDR(2.8 ± 1.5)。所有模式都使 THR 以上的时间比例延长;GB:75%,DDR:37%,CE:47%。结果表明,电子游戏能够引起生理反应,这对提高健身效果是必要的。从业者可以考虑将电子游戏作为需要定期运动的客户的定期活动选择。

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