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积极游戏对心血管和情感的影响:将任天堂 Wii 用作心血管训练工具。

Cardiovascular and affective outcomes of active gaming: using the nintendo wii as a cardiovascular training tool.

机构信息

1University of Florida, Gainesville, Florida; and 2University of North Carolina Charlotte, Charlotte, North Carolina.

出版信息

J Strength Cond Res. 2014 Feb;28(2):443-51. doi: 10.1519/JSC.0b013e31829999c3.

Abstract

Active-video gaming is purported to produce similar cardiovascular responses as aerobic fitness activities. This study compared the emotional and cardiovascular effects of Wii games with those of traditional exercise in college-aged adults with different exercise backgrounds. Specifically, the percentage of heart rate reserve, rate of perceived exertion (RPE), level of enjoyment, and Positive and Negative Affect Schedule scores were compared between subjects who reported exercising frequently at high intensities (high-intensity exerciser group: age = 20.18 years [0.87]; Height = 165.23 cm [9.97]; Mass = 62.37 kg [11.61]), N = 11 and those who exercise more often at lower intensities (low-intensity exercisers group: age = 20.72 years [1.19]; Height = 164.39 cm [8.05]; Mass = 68.04 kg [10.71]), N = 11. The subjects completed six 20-minute exercises sessions: treadmill walking, stationary cycling, and Wii's Tennis, Boxing, Cycling, and Step. The low-intensity exerciser group achieved a greater percentage of heart rate reserve (a) during traditional exercise compared with that during Wii boxing, (b) playing Wii boxing compared with that for Wii tennis, and (c) playing Wii boxing compared with that when the high-intensity exercisers group played any Wii games (p < 0.05). The RPE was greater for boxing and cycling compared with that for tennis and step (p < 0.05). Ratings of enjoyment and the increase in positive emotion were greater for boxing and for tennis compared with those for traditional exercises (p < 0.05). Results suggest that Wii boxing shows the greatest potential as a cardiovascular fitness tool among the Wii games, particularly for individuals who typically exercise at lower intensities.

摘要

主动式视频游戏据称会产生与有氧运动相似的心血管反应。本研究比较了不同运动背景的大学生中,Wii 游戏与传统运动的情绪和心血管效应。具体来说,在报告经常进行高强度运动的受试者(高强度运动组:年龄=20.18 岁[0.87];身高=165.23 厘米[9.97];体重=62.37 千克[11.61],N=11)和那些更经常进行低强度运动的受试者(低强度运动组:年龄=20.72 岁[1.19];身高=164.39 厘米[8.05];体重=68.04 千克[10.71],N=11)之间,比较了心率储备百分比、感知用力率(RPE)、享受水平以及正性和负性情绪量表评分。受试者完成了六次 20 分钟的运动:跑步机行走、固定自行车和 Wii 的网球、拳击、自行车和踏步。与 Wii 网球相比,低强度运动组在传统运动中(a)和 Wii 拳击时(b)达到了更高的心率储备百分比,与 Wii 拳击相比,当高强度运动组进行任何 Wii 游戏时(c)达到了更高的心率储备百分比(p<0.05)。拳击和自行车的 RPE 大于网球和踏步(p<0.05)。与传统运动相比,拳击和网球的享受评分和正性情绪增加更大(p<0.05)。结果表明,在 Wii 游戏中,Wii 拳击作为一种心血管健身工具具有最大的潜力,特别是对于那些通常进行低强度运动的个体。

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