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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.

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。

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