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长时间进行身体互动电子游戏时的生理反应与享乐体验。

Physiological Responses and Hedonics During Prolonged Physically Interactive Videogame Play.

作者信息

Santo Antonio S, Barkley Jacob E, Hafen Paul S, Navalta James

机构信息

1 University of Nevada , Las Vegas, Las Vegas, Nevada.

2 Exercise Science, Kent State University , Kent, Ohio.

出版信息

Games Health J. 2016 Apr;5(2):108-13. doi: 10.1089/g4h.2015.0077. Epub 2016 Mar 15.

Abstract

OBJECTIVE

This study was designed to assess physiologic responses and hedonics (i.e., liking) during prolonged physically interactive videogame play.

MATERIALS AND METHODS

Participants (n = 24) completed three 30-minute videogame conditions on separate days in a random order. During two of the conditions participants played physically interactive videogames (Nintendo of America, Inc. [Redmond, WA] "Wii™ Fit" "Basic Run" and "Basic Step"). During the third condition participants played a traditional/sedentary game ("Tanks!"), which required minimal physical movement for gameplay. Oxygen consumption (VO2) was assessed using indirect calorimetry throughout each condition and averaged every 5 minutes. Liking was assessed via visual analog scale at the 15- and 30-minute time points during each condition.

RESULTS

Mean VO2 was significantly (P < 0.001) greater during "Basic Run" (16.14 ± 5.8 mL/kg/minute, 4.6 ± 1.7 metabolic equivalents [METs]) than either "Basic Step" (11.4 ± 1.7 mL/kg/minute, 3.3 ± 0.5 METs) or the traditional/sedentary videogame (5.39 ± 1.0 mL/kg/minute, 1.5 ± 0.1 METs). "Basic Step" was also greater (P < 0.001) than the traditional/sedentary game. VO2 did not significantly (P = 0.25) fluctuate across the 30-minute session for any game. In other words, participants maintained a consistent physiologic intensity throughout each 30-minute condition. There were no differences (P ≥ 0.20) across gaming conditions or time for liking.

CONCLUSIONS

Participants achieved and maintained moderate-intensity physical activity (≥3.0 METs) during both 30-minute physically interactive videogame conditions. Furthermore, because liking was similar across all gaming conditions, participants may be willing to substitute the physically interactive videogames in place of the traditional/sedentary game.

摘要

目的

本研究旨在评估长时间进行身体互动式电子游戏时的生理反应和愉悦感(即喜好程度)。

材料与方法

参与者(n = 24)在不同日期以随机顺序完成三种30分钟的电子游戏条件。在其中两种条件下,参与者玩身体互动式电子游戏(美国任天堂公司[华盛顿州雷德蒙德]的“Wii™ Fit”“基本跑步”和“基本踏步”)。在第三种条件下,参与者玩传统/久坐游戏(“坦克大战!”),该游戏在游戏过程中所需的身体运动量极小。在每种条件下,使用间接量热法评估耗氧量(VO2),并每5分钟取平均值。在每种条件下的15分钟和30分钟时间点,通过视觉模拟量表评估喜好程度。

结果

“基本跑步”期间的平均VO2(16.14±5.8毫升/千克/分钟,4.6±1.7代谢当量[METs])显著高于(P < 0.001)“基本踏步”(11.4±1.7毫升/千克/分钟,3.3±0.5 METs)或传统/久坐电子游戏(5.39±1.0毫升/千克/分钟,1.5±0.1 METs)。“基本踏步”也高于(P < 0.001)传统/久坐游戏。对于任何游戏,VO2在30分钟的时间段内均无显著(P = 0.25)波动。换句话说,参与者在每个30分钟的条件下都保持了一致的生理强度。在游戏条件或时间方面,喜好程度没有差异(P≥0.20)。

结论

在两种30分钟的身体互动式电子游戏条件下,参与者都实现并维持了中等强度的身体活动(≥3.0 METs)。此外,由于在所有游戏条件下喜好程度相似,参与者可能愿意用身体互动式电子游戏替代传统/久坐游戏。

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