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玩电子游戏会增加青少年的食物摄入量:一项随机交叉研究。

Video game playing increases food intake in adolescents: a randomized crossover study.

机构信息

Children's Hospital of Eastern Ontario Research Institute, Ottawa, Canada.

出版信息

Am J Clin Nutr. 2011 Jun;93(6):1196-203. doi: 10.3945/ajcn.110.008680. Epub 2011 Apr 13.

Abstract

BACKGROUND

Video game playing has been linked to obesity in many observational studies. However, the influence of this sedentary activity on food intake is unknown.

OBJECTIVE

The objective was to examine the acute effects of sedentary video game play on various components of energy balance.

DESIGN

With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean ± SD age: 16.7 ± 1.1 y) completed two 1-h experimental conditions, namely video game play and rest in a sitting position, followed by an ad libitum lunch. The endpoints were spontaneous food intake, energy expenditure, stress markers, appetite sensations, and profiles of appetite-related hormones.

RESULTS

Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video game play condition than during the resting condition (P < 0.05). Although energy expenditure was significantly higher during video game play than during rest (mean increase over resting: 89 kJ; P < 0.01), ad libitum energy intake after video game play exceeded that measured after rest by 335 kJ (P < 0.05). A daily energy surplus of 682 kJ (163 kcal) over resting (P < 0.01) was observed in the video game play condition. The increase in food intake associated with video game play was observed without increased sensations of hunger and was not compensated for during the rest of the day. Finally, the profiles of glucose, insulin, cortisol, and ghrelin did not suggest an up-regulation of appetite during the video game play condition.

CONCLUSION

A single session of video game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations. The trial was registered at clinicaltrials.gov as NCT01013246.

摘要

背景

许多观察性研究表明,玩视频游戏与肥胖有关。然而,这种久坐不动的活动对食物摄入的影响尚不清楚。

目的

本研究旨在探讨久坐的视频游戏活动对能量平衡各组成部分的急性影响。

设计

采用随机交叉设计,22 名健康、体重正常的男性青少年(平均±标准差年龄:16.7±1.1 岁)完成了两种 1 小时的实验条件,即视频游戏和坐姿休息,随后进行随意午餐。终点是自发食物摄入、能量消耗、应激标志物、食欲感觉和与食欲相关的激素特征。

结果

与休息条件相比,游戏条件下的心率、收缩压和舒张压、交感神经活动和精神工作负荷显著更高(P<0.05)。尽管游戏时的能量消耗明显高于休息时(相对于休息时的平均增加量:89 kJ;P<0.01),但游戏后随意摄入的能量比休息后多 335 kJ(P<0.05)。与休息时相比,游戏时的每日能量过剩为 682 kJ(163 卡路里)(P<0.01)。在游戏条件下观察到与游戏相关的食物摄入量增加,而没有增加饥饿感,并且在一天的剩余时间内没有得到补偿。最后,葡萄糖、胰岛素、皮质醇和 ghrelin 的特征表明,在游戏期间食欲没有上调。

结论

在健康的男性青少年中,单次视频游戏活动与食物摄入量增加有关,而与食欲感觉无关。该试验在 clinicaltrials.gov 上注册为 NCT01013246。

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