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本文引用的文献

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Adolescent exergame play for weight loss and psychosocial improvement: a controlled physical activity intervention.青少年外展游戏减肥和改善心理社会状况:一项控制身体活动的干预措施。
Obesity (Silver Spring). 2013 Mar;21(3):598-601. doi: 10.1002/oby.20282.
2
Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits.体育课程中的运动游戏:对身体、社交和认知的益处。
Child Dev Perspect. 2011 Jun;5(2):93-98. doi: 10.1111/j.1750-8606.2011.00162.x. Epub 2011 May 10.
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Sitting time and all-cause mortality risk in 222 497 Australian adults.222497名澳大利亚成年人的久坐时间与全因死亡风险
Arch Intern Med. 2012 Mar 26;172(6):494-500. doi: 10.1001/archinternmed.2011.2174.
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Lifetime sedentary living accelerates some aspects of secondary aging.终生久坐不动的生活方式加速了某些方面的二次衰老。
J Appl Physiol (1985). 2011 Nov;111(5):1497-504. doi: 10.1152/japplphysiol.00420.2011. Epub 2011 Aug 11.
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Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.玩运动游戏真的能锻炼身体吗?主动视频游戏能量消耗的荟萃分析。
Cyberpsychol Behav Soc Netw. 2011 Nov;14(11):681-8. doi: 10.1089/cyber.2010.0578. Epub 2011 Jun 13.
6
Energy cost of exergaming: a comparison of the energy cost of 6 forms of exergaming.体感游戏的能量消耗:六种体感游戏形式的能量消耗比较。
Arch Pediatr Adolesc Med. 2011 Jul;165(7):597-602. doi: 10.1001/archpediatrics.2011.15. Epub 2011 Mar 7.
7
Too much sitting: the population health science of sedentary behavior.久坐行为的人群健康科学:坐得太久了。
Exerc Sport Sci Rev. 2010 Jul;38(3):105-13. doi: 10.1097/JES.0b013e3181e373a2.
8
Use of active video games to increase physical activity in children: a (virtual) reality?使用电子竞技游戏增加儿童身体活动量:是(虚拟)现实吗?
Pediatr Exerc Sci. 2010 Feb;22(1):7-20. doi: 10.1123/pes.22.1.7.
9
Playing active video games increases energy expenditure in children.玩电子竞技游戏会增加儿童的能量消耗。
Pediatrics. 2009 Aug;124(2):534-40. doi: 10.1542/peds.2008-2851. Epub 2009 Jul 13.
10
Can exergaming contribute to improving physical activity levels and health outcomes in children?运动游戏能否有助于提高儿童的身体活动水平并改善健康状况?
Pediatrics. 2009 Aug;124(2):763-71. doi: 10.1542/peds.2008-2357. Epub 2009 Jul 13.

测量身体活动不足:当前的测量方法能否准确反映“久坐不动”的电子游戏时间?

Measuring physical inactivity: do current measures provide an accurate view of "sedentary" video game time?

作者信息

Fullerton Simon, Taylor Anne W, Dal Grande Eleonora, Berry Narelle

机构信息

Population Research and Outcome Studies, Department of Medicine, University of Adelaide, Level 3, 122 Frome Street, Adelaide, SA 5000, Australia.

Division of Health Sciences, University of South Australia, Adelaide, SA 5000, Australia.

出版信息

J Obes. 2014;2014:287013. doi: 10.1155/2014/287013. Epub 2014 Jun 4.

DOI:10.1155/2014/287013
PMID:25002974
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4066947/
Abstract

BACKGROUND

Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames.

METHODS

Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n = 2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned.

RESULTS

Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children's video game time.

CONCLUSIONS

A substantial proportion of time that would usually be classified as "sedentary" may actually be spent participating in light to moderate physical activity.

摘要

背景

屏幕使用时间的测量方法常被用于评估久坐行为。参与基于活动的电子游戏(健身游戏)会影响屏幕使用时间的估算,因为目前测量屏幕使用时间的方法并未考虑到越来越多的证据表明玩健身游戏能提供轻度至中度的身体活动。本研究旨在确定玩电子游戏的时间中有多大比例实际上是花在玩健身游戏上的。

方法

通过在南澳大利亚进行的横断面电话调查收集数据。询问了18岁及以上的参与者(n = 2026)关于他们的电子游戏习惯以及人口统计学和社会经济因素。如果家庭中有儿童,还会询问随机选择的一名儿童的电子游戏习惯。

结果

总体而言,31.3%的成年人和79.9%的儿童至少花一些时间玩电子游戏。其中,24.1%的成年人和42.1%的儿童玩健身游戏,这类游戏占成年人玩电子游戏总时间的三分之一,占儿童电子游戏时间的近20%。

结论

通常会被归类为“久坐”的相当一部分时间,实际上可能是花在参与轻度至中度身体活动上了。