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本文引用的文献

1
Reliability of a food menu to measure energy and macronutrient intake in adolescents.一份食物菜单用于测量青少年能量和宏量营养素摄入量的可靠性。
Eur J Clin Nutr. 2016 Jan;70(1):104-8. doi: 10.1038/ejcn.2015.116. Epub 2015 Jul 22.
2
Are post-exercise appetite sensations and energy intake coupled in children and adolescents?运动后食欲感知与能量摄入在儿童和青少年中相关吗?
Sports Med. 2014 Jun;44(6):735-41. doi: 10.1007/s40279-014-0160-3.
3
Active Healthy Kids Canada's Position on Active Video Games for Children and Youth.加拿大积极健康儿童组织关于儿童和青少年电子竞技游戏的立场。
Paediatr Child Health. 2013 Dec;18(10):529-32. doi: 10.1093/pch/18.10.529.
4
Compensation of physical activity and sedentary time in primary school children.小学儿童身体活动和久坐时间的补偿
Med Sci Sports Exerc. 2014 Aug;46(8):1564-9. doi: 10.1249/MSS.0000000000000275.
5
Sleep patterns, diet quality and energy balance.睡眠模式、饮食质量与能量平衡。
Physiol Behav. 2014 Jul;134:86-91. doi: 10.1016/j.physbeh.2013.09.006. Epub 2013 Sep 17.
6
Active video games and health indicators in children and youth: a systematic review.积极的视频游戏与儿童和青少年健康指标:系统综述。
PLoS One. 2013 Jun 14;8(6):e65351. doi: 10.1371/journal.pone.0065351. Print 2013.
7
Daily energy balance in children and adolescents. Does energy expenditure predict subsequent energy intake?儿童和青少年的日常能量平衡。能量消耗能预测随后的能量摄入吗?
Appetite. 2013 Jan;60(1):58-64. doi: 10.1016/j.appet.2012.09.022. Epub 2012 Sep 27.
8
Physiologic responses and energy expenditure of kinect active video game play in schoolchildren.学龄儿童玩体感活跃视频游戏的生理反应与能量消耗
Arch Pediatr Adolesc Med. 2012 Nov;166(11):1005-9. doi: 10.1001/archpediatrics.2012.1271.
9
Energy intake and expenditure during sedentary screen time and motion-controlled video gaming.久坐屏幕时间和运动控制视频游戏期间的能量摄入和消耗。
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10
Results from the Active Healthy Kids Canada 2011 report card on physical activity for children and youth.加拿大 2011 年积极健康儿童报告卡关于儿童和青少年身体活动的结果。
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男性青少年中的主动式电子游戏与能量平衡:一项随机交叉试验。

Active video games and energy balance in male adolescents: a randomized crossover trial.

作者信息

Gribbon Aidan, McNeil Jessica, Jay Ollie, Tremblay Mark S, Chaput Jean-Philippe

机构信息

From the Healthy Active Living and Obesity Research Group, Children's Hospital of Eastern Ontario Research Institute, Ottawa, Ontario, Canada (AG, MST, and J-PC); the Behavioral and Metabolic Research Unit, School of Human Kinetics, University of Ottawa, Ottawa, Ontario, Canada (JM); and Exercise and Sport Science, Faculty of Health Sciences, University of Sydney, Sydney, Australia (OJ).

出版信息

Am J Clin Nutr. 2015 Jun;101(6):1126-34. doi: 10.3945/ajcn.114.105528. Epub 2015 Mar 11.

DOI:10.3945/ajcn.114.105528
PMID:25762809
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6879016/
Abstract

BACKGROUND

Active video games (AVGs) have been shown to acutely increase energy expenditure when compared with seated video games; however, the influence of AVGs on compensatory adjustments in energy intake and expenditure is largely unknown.

OBJECTIVE

The aim was to examine the acute effects of AVGs on energy intake and expenditure.

DESIGN

With the use of a randomized crossover design, 26 male adolescents (mean ± SD age: 14.5 ± 1.4 y) completed three 1-h experimental conditions: resting control, seated video game play (Xbox 360; Microsoft), and AVG play (Kinect Adventures on Xbox 360) followed by an ad libitum lunch. A validated food menu was used to assess food intake immediately after the conditions and for the remainder of the day, and a dietary record was used for the subsequent 3-d period. Energy expenditure was measured by using portable indirect calorimetry throughout each experimental condition, and an accelerometer was used to assess the subsequent 3-d period. Appetite sensations were assessed by using visual analog scales at different time points during the testing day. The primary outcomes were acute (immediately after the conditions and 24-h) and short-term (3-d) energy intake and expenditure.

RESULTS

Energy expenditure was significantly higher (145%; P < 0.001) during the AVG condition than during the resting control and seated video game conditions; however, no significant differences in energy expenditure were observed 24 h (6%; P > 0.49) and 3 d after the experimental conditions (3%; P > 0.82). No significant differences were observed in absolute energy intake immediately after the conditions (2%; P > 0.94) or in absolute energy intake 24 h (5%; P > 0.63) and 3 d (9%; P > 0.53) after the experimental conditions. Finally, appetite sensations were similar between conditions at all time points (P > 0.05).

CONCLUSIONS

The increase in energy expenditure promoted by a single session of Kinect AVG play is not associated with increased food intake but is compensated for after the intervention, resulting in no measurable change in energy balance after 24 h. These results suggest that the potential of Kinect to reduce the energy gap underlying weight gain is offset within 24 h in male adolescents. This trial was registered at clinicaltrials.gov as NCT01655901.

摘要

背景

与坐着玩电子游戏相比,主动式电子游戏(AVG)已被证明能显著增加能量消耗;然而,AVG对能量摄入和消耗的代偿性调整的影响在很大程度上尚不清楚。

目的

本研究旨在探讨AVG对能量摄入和消耗的急性影响。

设计

采用随机交叉设计,26名男性青少年(平均±标准差年龄:14.5±1.4岁)完成了三种1小时的实验条件:静息对照、坐着玩电子游戏(Xbox 360;微软公司)和玩AVG游戏(Xbox 360上的《Kinect大冒险》),随后自由进食午餐。使用经过验证的食物菜单在实验条件结束后立即以及当天剩余时间评估食物摄入量,并在随后的3天内使用饮食记录。在每个实验条件下,使用便携式间接测热法测量能量消耗,并使用加速度计评估随后的3天时间。在测试当天的不同时间点,使用视觉模拟量表评估食欲感觉。主要结果是急性(实验条件结束后立即和24小时后)和短期(3天)的能量摄入和消耗。

结果

在AVG条件下,能量消耗显著高于静息对照和坐着玩电子游戏条件(约145%;P<0.001);然而,在实验条件后24小时(约6%;P>0.49)和3天(约3%;P>0.82),未观察到能量消耗有显著差异。在实验条件结束后立即(约2%;P>0.94)、24小时后(约5%;P>0.63)和3天后(约9%;P>0.53),绝对能量摄入量均未观察到显著差异。最后,在所有时间点,各条件之间的食欲感觉相似(P>0.05)。

结论

单次玩Kinect AVG游戏所促进的能量消耗增加与食物摄入量增加无关,但在干预后会得到代偿,导致24小时后能量平衡无明显变化。这些结果表明,在男性青少年中,Kinect减少体重增加潜在能量缺口的作用在24小时内被抵消。该试验已在ClinicalTrials.gov注册,注册号为NCT01655901。