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在高水平竞技运动员中不同等级的运动游戏的生理和感知反应。

Physiological and Perceived Responses in Different Levels of Exergames in Elite Athletes.

机构信息

1 Department of Health and Physical Education, The Education University of Hong Kong , Tai Po, Hong Kong .

2 Hong Kong Sports Institute , Shatin, Hong Kong .

出版信息

Games Health J. 2017 Feb;6(1):57-60. doi: 10.1089/g4h.2016.0074.

Abstract

OBJECTIVE

Exergames have been suggested to increase the public's physical activity and to benefit cardiovascular health, particularly among the youth. However, not many studies compared the physiological and perceived responses between exergames and the authentic sports especially for elite athletes. This study aimed to investigate the physiological and perceived responses in different levels of Nintendo Wii Fit™ U rowing exergames in one group of elite rowing athletes.

MATERIALS AND METHODS

All participants were asked to perform the authentic rowing on the indoor rowing machine on the first day and to play the rowing exergames on the second day, in three levels with 1 hour rest between levels. Oxygen consumption (VO), lactate concentration, heart rate (HR), rating of perceived exertion (RPE), and muscle soreness scale (MSS) of the elite athletes were measured in three levels of rowing exergames and were compared with those measured in indoor rowing.

RESULTS

Percentages of HR ranged from 57% to 64% and from 67% to 82% of peak HR in males and females, respectively. Percentages of RPE and MSS obtained from the three levels of rowing exergames ranged from 34% to 55% and from 2% to 33% of the peak RPE and the peak MSS, respectively, in authentic rowing.

CONCLUSION

Physiological and perceived responses of elite rowing athletes could not reach their highest response in authentic rowing even for the hard level of exergames. This study contributed direct data on the physiological benefits of exergames against authentic rowing.

摘要

目的

电子游戏被认为可以增加公众的身体活动量,有益于心血管健康,尤其是在年轻人中。然而,很少有研究比较电子游戏和真正运动之间的生理和感知反应,特别是针对精英运动员。本研究旨在调查一组精英赛艇运动员在不同水平的任天堂 Wii Fit™划船电子游戏中的生理和感知反应。

材料和方法

所有参与者都被要求在第一天使用室内划船机进行真实划船,在第二天进行三种不同水平的划船电子游戏,每级之间休息 1 小时。测量精英运动员在三种划船电子游戏水平下的耗氧量(VO)、乳酸浓度、心率(HR)、感知用力程度(RPE)和肌肉酸痛程度(MSS),并与室内划船测量值进行比较。

结果

男性和女性的 HR 百分比分别在 57%到 64%和 67%到 82%的峰值 HR 之间。三种划船电子游戏水平的 RPE 和 MSS 百分比分别在真实划船的 34%到 55%和 2%到 33%的峰值 RPE 和峰值 MSS 之间。

结论

即使是电子游戏的高难度级别,精英赛艇运动员的生理和感知反应也无法达到真实划船的最高反应水平。本研究提供了电子游戏对真实划船的生理益处的直接数据。

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