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青少年外游戏活动的流行率及其相关因素。

Prevalence and correlates of exergaming in youth.

机构信息

Centre de Recherche du Centre Hospitalier de l’Université de Montréal, Montreal, Quebec, Canada.

出版信息

Pediatrics. 2012 Nov;130(5):806-14. doi: 10.1542/peds.2012-0391. Epub 2012 Oct 1.

DOI:10.1542/peds.2012-0391
PMID:23027171
Abstract

OBJECTIVES

Less than 15% of children and adolescents participate regularly in physical activity (PA) and, with ever-increasing obesity, strategies to improve PA levels in youth are urgently needed. Exergaming offers a PA alternative that may be especially attractive in our increasingly technophilic society. However, there are no observational studies of exergaming in population-based samples of adolescents. The purpose of this study was to investigate potential sociodemographic, lifestyle, psychosocial, weight-related, and mental health correlates of exergaming as well as describe the type, timing, and intensity of exergaming in a population-based sample of adolescents.

METHODS

Data on exergame use and potential sociodemographic, lifestyle, psychosocial, weight-related, and mental health correlates of exergaming were collected in mailed self-report questionnaires completed by 1241 grade 10 and 11 students from the Montreal area with a mean age of 16.8 years (SD = 0.05 years; 43% male) participating in the AdoQuest study. The independent correlates of exergaming were identified in multivariable logistic regression models.

RESULTS

Nearly one-quarter (24%) of participants reported exergaming. Exergamers played 2 days per week on average, for ∼50 minutes each bout; 73% of exergamers played at a moderate or vigorous intensity. Exergamers were more likely than nonexergamers to be girls, to play nonactive video games, to watch ≥2 hours of television per day, to be stressed about weight, and to be nonsmokers.

CONCLUSIONS

Many adolescents exergame at intensity levels that could help them achieve current moderate-to-vigorous PA recommendations. Interventions that encourage exergaming may increase PA and decrease sedentary behavior in select youth subgroups, notably in girls.

摘要

目的

不足 15%的儿童和青少年经常参与身体活动(PA),而肥胖率却不断上升,因此急需寻找提高青少年 PA 水平的策略。运动游戏为 PA 提供了一种替代方式,在我们这个日益依赖技术的社会中,这种方式可能特别有吸引力。然而,目前还没有针对青少年人群进行的基于人群的观察性研究。本研究旨在调查运动游戏与社会人口统计学、生活方式、心理社会、体重相关和心理健康之间的潜在关联,并描述基于人群的青少年样本中运动游戏的类型、时间和强度。

方法

通过邮寄自填问卷收集了与运动游戏使用相关的潜在社会人口统计学、生活方式、心理社会、体重相关和心理健康的资料,问卷由来自蒙特利尔地区的 1241 名 10 年级和 11 年级学生填写,他们的平均年龄为 16.8 岁(SD=0.05 岁;43%为男性),参与了 ADOQUEST 研究。使用多变量逻辑回归模型确定了运动游戏的独立相关因素。

结果

近四分之一(24%)的参与者报告了运动游戏。运动游戏者平均每周玩 2 天,每次约 50 分钟;73%的运动游戏者以中等或剧烈强度进行游戏。与非运动游戏者相比,运动游戏者更有可能是女孩,玩非活跃的视频游戏,每天看电视≥2 小时,对体重感到压力,并且不吸烟。

结论

许多青少年以可以帮助他们达到当前中高强度 PA 建议的强度进行运动游戏。鼓励运动游戏的干预措施可能会增加某些青年亚组的 PA 并减少久坐行为,特别是在女孩中。

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