McNarry Melitta A, Mackintosh Kelly A
College of Engineering, Swansea University , Wales, Swansea, United Kingdom .
Games Health J. 2016 Apr;5(2):135-40. doi: 10.1089/g4h.2015.0094. Epub 2016 Mar 9.
The literature remains equivocal as to whether exergames elicit energy expenditure (EE) commensurate with physical activity guidelines. Such discrepancies may be attributable to a reliance on absolute exercise intensities, which fail to account for differences in cardiorespiratory fitness levels.
Thirty-four prepubertal children (20 boys, 14 girls; 10.8 ± 1.0 years old) completed a 30-minute exergame (two 15-minute games from "Kinect Adventures! Xbox 360" [Microsoft, Redmond, WA]) and an incremental treadmill test to determine peak oxygen uptake ( [Formula: see text]) throughout which breath-by-breath gas exchange was measured.
Both games elicited moderate-intensity physical activity (5.7 ± 1.5 and 5.5 ± 1.4 metabolic equivalents [METs]), with 36 percent demonstrating a mean EE in excess of 6.0 METs, commensurate with vigorous intensity. Furthermore, boys demonstrated higher EE during both games (boys versus girls: Game 1, 6.0 ± 1.7 versus 5.2 ± 1.0 METs; Game 2, 6.0 ± 1.4 versus girls, 4.9 ± 1.2 METs; P < 0.05). Hierarchical linear regression revealed sex, maturity, and fitness to be significant predictors of EE, accounting for 24 percent of the variance: relative exergame [Formula: see text] = 24.53 + (2.12 × Sex) - (0.42 × Maturity offset) - (0.16 × Relative peak [Formula: see text]). There was no correlation between absolute [Formula: see text] during the exergames and peak [Formula: see text], but [Formula: see text] expressed as a percentage of peak [Formula: see text] was correlated with peak [Formula: see text] during both Game 1 (r = -0.62, P < 0.01) and Game 2 (r = -0.59, P < 0.01).
The present findings provide further evidence that exergames can elicit EE values commensurate with national physical activity guidelines and extend our understanding of the mediators of EE. Specifically, cardiorespiratory fitness and sex must both be considered in the design and implementation of future interventions seeking to use exergames to enhance physical activity levels and/or cardiorespiratory fitness.
关于运动游戏是否能引发与身体活动指南相符的能量消耗(EE),文献尚无定论。此类差异可能归因于对绝对运动强度的依赖,而这未能考虑到心肺适能水平的差异。
34名青春期前儿童(20名男孩,14名女孩;10.8±1.0岁)完成了一项30分钟的运动游戏(来自《Kinect大冒险!Xbox 360》[微软,华盛顿州雷德蒙德]的两场15分钟游戏)以及一项递增式跑步机测试,以确定峰值摄氧量([公式:见正文]),在此过程中逐次呼吸测量气体交换情况。
两款游戏均引发了中等强度的身体活动(5.7±1.5和5.5±1.4代谢当量[METs]),36%的儿童平均EE超过6.0 METs,与剧烈强度相符。此外,男孩在两款游戏中的EE均较高(男孩与女孩相比:游戏1,6.0±1.7对5.2±1.0 METs;游戏2,6.0±1.4对女孩,4.9±1.2 METs;P<0.05)。分层线性回归显示,性别、成熟度和适能是EE的显著预测因素,可解释24%的方差:相对运动游戏[公式:见正文]=24.53 +(2.12×性别)-(0.42×成熟度偏移)-(0.16×相对峰值[公式:见正文])。运动游戏期间的绝对[公式:见正文]与峰值[公式:见正文]之间无相关性,但在游戏1(r=-0.62,P<0.01)和游戏2(r=-0.59,P<0.01)中,以峰值[公式:见正文]的百分比表示的[公式:见正文]与峰值[公式:见正文]相关。
本研究结果提供了进一步证据,表明运动游戏可引发与国家身体活动指南相符的EE值,并扩展了我们对EE调节因素的理解。具体而言,在设计和实施未来旨在利用运动游戏提高身体活动水平和/或心肺适能的干预措施时,必须同时考虑心肺适能和性别因素。