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用于身体活动和健身的运动电子游戏:Wii心脏健身试验的设计与原理

Exercise videogames for physical activity and fitness: Design and rationale of the Wii Heart Fitness trial.

作者信息

Bock Beth C, Thind Herpreet, Dunsiger Shira I, Serber Eva R, Ciccolo Joseph T, Cobb Victoria, Palmer Kathy, Abernathy Sean, Marcus Bess H

机构信息

Alpert Medical School of Brown University, Centers for Behavioral and Preventive Medicine, The Miriam Hospital, 167 Point Street, Providence, RI 02903, USA.

Centers for Behavioral and Preventive Medicine, The Miriam Hospital, Department of Behavioral and Social Sciences, School of Public Health, Brown University, 167 Point Street, Providence, RI 02903, USA.

出版信息

Contemp Clin Trials. 2015 May;42:204-12. doi: 10.1016/j.cct.2015.04.007. Epub 2015 Apr 17.

Abstract

INTRODUCTION

Despite numerous health benefits, less than half of American adults engage in regular physical activity. Exercise videogames (EVG) may be a practical and attractive alternative to traditional forms of exercise. However there is insufficient research to determine whether EVG play alone is sufficient to produce prolonged engagement in physical activity or improvements in cardiovascular fitness and overall health risk. The goal of the present study is to test the efficacy of exercise videogames to increase time spent in moderate to vigorous physical activity (MVPA) and to improve cardiovascular risk indices among adults.

METHODS

Wii Heart Fitness is a rigorous 3-arm randomized controlled trial with adults comparing three 12-week programs: (1) supervised EVGs, (2) supervised standard exercise, and (3) a control condition. Heart rate is monitored continuously throughout all exercise sessions. Assessments are conducted at baseline, end of intervention (week 12), 6 and 9 months. The primary outcome is time spent in MVPA physical activity. Secondary outcomes include changes in cardiovascular fitness, body composition, blood lipid profiles and maintenance of physical activity through six months post-treatment. Changes in cognitive and affective constructs derived from Self Determination and Social Cognitive Theories will be examined to explain the differential outcomes between the two active treatment conditions.

CONCLUSION

The Wii Heart Fitness study is designed to test whether regular participation in EVGs can be an adequate source of physical activity for adults. This study will produce new data on the effect of EVGs on cardiovascular fitness indices and prolonged engagement with physical activity.

摘要

引言

尽管体育活动对健康有诸多益处,但美国成年人中只有不到一半的人经常进行体育锻炼。运动电子游戏(EVG)可能是传统锻炼方式的一种实用且有吸引力的替代选择。然而,目前尚无足够的研究来确定仅玩EVG是否足以促使人们长期参与体育活动,或改善心血管健康状况及总体健康风险。本研究的目的是测试运动电子游戏在增加成年人中度至剧烈体育活动(MVPA)时间以及改善心血管风险指标方面的功效。

方法

“Wii心脏健康”是一项针对成年人的严格的三臂随机对照试验,比较三个为期12周的项目:(1)有监督的EVG,(2)有监督的标准锻炼,以及(3)对照条件。在所有锻炼过程中持续监测心率。在基线、干预结束时(第12周)、6个月和9个月时进行评估。主要结果是MVPA体育活动的时间。次要结果包括心血管健康状况、身体成分、血脂谱的变化以及治疗后六个月内体育活动的维持情况。将研究源自自我决定理论和社会认知理论的认知和情感结构的变化,以解释两种积极治疗条件之间的差异结果。

结论

“Wii心脏健康”研究旨在测试成年人定期参与EVG是否能成为足够的体育活动来源。本研究将产生关于EVG对心血管健康指标及长期参与体育活动影响的新数据。

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