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改良型主动视频游戏可产生中等强度的运动。

Modified Active Videogame Play Results in Moderate-Intensity Exercise.

机构信息

1 School of Health and Human Performance, Dublin City University , Dublin, Ireland .

2 Centre for Preventive Medicine, Dublin City University , Dublin, Ireland .

出版信息

Games Health J. 2014 Aug;3(4):234-40. doi: 10.1089/g4h.2013.0096. Epub 2014 May 13.

Abstract

OBJECTIVE

Large proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations.

SUBJECTS AND METHODS

After completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2±3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days.

RESULTS

Oxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame.

CONCLUSIONS

A simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.

摘要

目的

很大一部分人群不符合当前美国运动医学学院的体力活动推荐标准,因此需要创新的方法。大多数活跃的视频游戏并不需要大量的能量消耗。本研究的目的是确定是否可以通过修改活跃的视频游戏来提高运动强度,以达到当前的体力活动推荐标准。

受试者和方法

在完成最大摄氧量测试后,参与者在另一天进行了一次熟悉环境的测试。13 名健康参与者(年龄 24.2±3.4 岁)在不同的日子里以随机顺序分别进行了(1)久坐不动的视频游戏、(2)活跃的视频游戏和(3)旨在增加 46 分钟身体活动的修改后的活跃视频游戏。

结果

在修改后的活跃视频游戏试验中,摄氧量、心率、心率储备、最大心率百分比、任务代谢当量和能量消耗明显高于活跃视频游戏或久坐视频游戏试验,也高于活跃视频游戏和久坐视频游戏。

结论

对现有活跃视频游戏进行简单修改就足以达到中等运动强度。活跃的视频游戏可以为增加日常体力活动和减少久坐时间提供一个重要的选择。

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