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学龄儿童玩体感活跃视频游戏的生理反应与能量消耗

Physiologic responses and energy expenditure of kinect active video game play in schoolchildren.

作者信息

Smallwood Stephen R, Morris Michael M, Fallows Stephen J, Buckley John P

机构信息

Departmentof Clinical Science, Universityof Chester, Chester, England.

出版信息

Arch Pediatr Adolesc Med. 2012 Nov;166(11):1005-9. doi: 10.1001/archpediatrics.2012.1271.

Abstract

OBJECTIVE

To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360.

DESIGN

Comparison study.

SETTING

Kirkby Sports College Centre for Learning, Liverpool, England.

PARTICIPANTS

Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years.

MAIN EXPOSURE

A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer.

MAIN OUTCOME MEASURES

Heart rate, oxygen uptake, and energy expenditure.

RESULTS

Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min-1 · kg-1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min-1, respectively.

CONCLUSIONS

Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h-1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.

摘要

目的

评估使用Xbox 360的Kinect进行的主动式电子游戏的生理反应和能量消耗。

设计

比较研究。

地点

英国利物浦柯克比体育学院学习中心。

参与者

18名11至15岁的学童(10名男孩和8名女孩)。

主要暴露因素

比较一款传统的静态电子游戏和两款促进活动的Kinect电子游戏,即《舞蹈中心》和《Kinect体育拳击》,每款游戏均玩15分钟。使用代谢分析仪测量生理反应和能量消耗。

主要观察指标

心率、摄氧量和能量消耗。

结果

与休息和静态电子游戏相比,促进活动的电子游戏过程中心率、摄氧量和能量消耗显著更高(P <.05)。静态、舞蹈和拳击电子游戏相应的平均(标准差)摄氧量值分别为6.1(1.3)、12.8(3.3)和17.7(5.1)mL·min⁻¹·kg⁻¹。能量消耗分别为1.5(0.3)、3.0(1.0)和4.4(1.6)kcal·min⁻¹。

结论

《舞蹈中心》和《Kinect体育拳击》的能量消耗分别比静息值增加了150%和263%,比传统电子游戏高103%和194%。这相当于与传统静态电子游戏相比,能量消耗增加了高达172 kcal·h⁻¹。定期玩使用Xbox 360的Kinect进行的主动式游戏可能被证明是增加儿童身体活动和能量消耗的有效手段。

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