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使用家用 Wii FitTM 三个月后身体活动和健康状况的变化。

Changes in physical activity and fitness after 3 months of home Wii Fit™ use.

机构信息

Department of Health, Exercise Science, and Recreation Management, University of Mississippi, University, Mississippi, USA.

出版信息

J Strength Cond Res. 2011 Nov;25(11):3191-7. doi: 10.1519/JSC.0b013e3182132d55.

DOI:10.1519/JSC.0b013e3182132d55
PMID:21993031
Abstract

The purpose of this study was to examine changes in physical activity and fitness variables in members of 8 volunteer families after 3 months of home use of the Wii Fit™ interactive video game. Pre and postintervention measurements were obtained from 21 subjects relative to physical activity (5 days of accelerometry), aerobic fitness (graded treadmill test), muscular fitness (push-ups), flexibility (sit-and-reach test), balance (composite equilibrium score), and body composition (body mass index and % body fat). Use characteristics of the Wii Fit™ device were also determined. A series of 2 (age group) × 2 (time) repeated measures analyses of variance were conducted to assess changes over time and between adults and children. Three months of home Wii Fit™ use revealed no significant age group × time interactions or main effects of group or time for daily physical activity, muscular fitness, flexibility, balance, or body composition. An age group × time interaction (p = 0.04) was observed in peak VO2 (ml·kg(-1)·min(-1)) with children displaying a significant (p = 0.03) increase after 3 months of Wii Fit™ use, whereas adults showed no significant (p = 0.50) change. Daily Wii Fit™ use per household declined by 82% (p < 0.01) from 21.5 ± 9.0 min·d(-1) during the first 6 weeks to 3.9 ± 4.0 min·d(-1) during the second 6 weeks. Most measures of health-related fitness in this exploratory study remained unchanged after 3 months of home use of the popular Wii Fit™ whole-body movement interactive video game. Modest daily Wii Fit™ use may have provided insufficient stimulus for fitness changes.

摘要

本研究旨在探讨 8 个志愿家庭的成员在使用 Wii FitTM 互动视频游戏 3 个月后,其身体活动和健康变量的变化。21 名受试者进行了干预前后的测量,包括身体活动(5 天加速度计)、有氧健身(分级跑步机测试)、肌肉力量(俯卧撑)、柔韧性(坐-触测试)、平衡(综合平衡评分)和身体成分(体重指数和%体脂肪)。还确定了 Wii FitTM 设备的使用特点。进行了一系列 2(年龄组)×2(时间)重复测量方差分析,以评估随时间的变化以及成年人和儿童之间的变化。3 个月的家庭 Wii FitTM 使用并未显示出年龄组×时间的交互作用,也没有显示出组或时间对日常身体活动、肌肉力量、柔韧性、平衡或身体成分的主要影响。观察到峰值 VO2(ml·kg(-1)·min(-1))的年龄组×时间交互作用(p = 0.04),儿童在 Wii FitTM 使用 3 个月后显示出显著的(p = 0.03)增加,而成年人则没有显著的(p = 0.50)变化。每个家庭的日常 Wii FitTM 使用量从第 1 至第 6 周的 21.5 ± 9.0 min·d(-1)下降了 82%(p < 0.01),到第 2 至第 6 周的 3.9 ± 4.0 min·d(-1)。在这项探索性研究中,大多数健康相关的健身指标在家庭使用流行的 Wii FitTM 全身运动互动视频游戏 3 个月后没有变化。适度的日常 Wii FitTM 使用可能不足以刺激健身变化。

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