Sanders Gabriel J, Rebold Michael, Peacock Corey A, Williamson Meagan L, Santo Antonio S, Barkley Jacob E
Northern Kentucky University, Highland Heights, KY USA.
Kent State University, Kent, OH USA.
Int J Exerc Sci. 2014 Jul 1;7(3):194-201. doi: 10.70252/EGLP3949. eCollection 2014.
Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.
以往的研究按照游戏制造商的说明,评估了参与者在玩电子游戏时的生理反应,其中活跃的电子游戏环节要求参与者站立,久坐的游戏环节要求参与者就座。目前尚不清楚指定的坐姿或站姿是否会影响游戏时的姿势偏好和耗氧量(VO2)。本研究的目的是评估在坐姿和站姿下玩活跃型和久坐型电子游戏时的VO2及偏好情况。对25名参与者在四种20分钟的状态下进行了VO2评估,这四种状态分别为:休息、玩PlayStation 2平台的《麦登橄榄球2011》、玩任天堂Wii的《运动拳击》以及玩任天堂Wii的《麦登橄榄球2011》。每种状态又分为两种姿势状态(10分钟坐姿、10分钟站姿),并且每位参与者在每20分钟状态结束后表明自己的姿势偏好。对于每种游戏状态,站立时的VO2(玩PlayStation 2时为4.4±0.2毫升·千克-1·分钟-1,玩Wii《麦登橄榄球》时为4.6±0.1毫升·千克-1·分钟-1,玩Wii《运动拳击》时为6.8±0.3毫升·千克-1·分钟-1)显著(p≤0.001)高于坐姿时的VO2(玩PlayStation 2时为4.0±0.1毫升·千克-1·分钟-1,玩Wii《麦登橄榄球》时为4.2±0.1毫升·千克-1·分钟-1,玩Wii《运动拳击》时为6.1±0.3毫升·千克-1·分钟-1)。除了Wii《运动拳击》外,参与者在所有游戏状态下都更倾向于(p≤0.001)就座。与以坐姿玩相同游戏相比,站立玩电子游戏会使VO2增加的幅度更大。只有在生理挑战最大的游戏Wii《运动拳击》中,参与者才更倾向于站立。在评估玩电子游戏的生理和行为结果时,应考虑游戏姿势。