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患有和未患有自闭症谱系障碍的儿童在玩活跃型和久坐型Xbox Kinect电子游戏时的身体活动水平

Physical Activity Levels in Children With and Without Autism Spectrum Disorder When Playing Active and Sedentary Xbox Kinect Videogames.

作者信息

Golden Daphne, Getchell Nancy

机构信息

Department of Kinesiology and Applied Physiology, University of Delaware , Newark, Delaware.

出版信息

Games Health J. 2017 Apr;6(2):97-103. doi: 10.1089/g4h.2016.0083. Epub 2017 Apr 4.

Abstract

OBJECTIVE

We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity.

MATERIALS AND METHOD

Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 × 2 repeated measures analysis of variance for each measure.

RESULTS

Main effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure.

CONCLUSIONS

AVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.

摘要

目的

我们比较了患有和未患有自闭症谱系障碍(ASD)的儿童在久坐式电子游戏(SVG)、主动式电子游戏(AVG)和定速步行期间的身体活动情况,以确定AVG在提供中等至剧烈身体活动方面的有效性。

材料与方法

参与者包括9名患有ASD的男性(8 - 11岁)和8名年龄匹配的发育正常男性。两组在测试前均进行了人体测量和运动能力(儿童运动评估量表第二版)测量。参与者参加了三个随机分配的活动环节:以4.5代谢当量进行20分钟定速步行、AVG和SVG。电子游戏在Xbox Kinect上进行。Actical加速度计提供活动计数(AC)以及中等至剧烈身体活动时间百分比(%MVPA)。对每个测量指标使用3×2重复测量方差分析进行比较。

结果

%MVPA(P < 0.0001)和AC(P < 0.0001)存在条件主效应。事后Bonferroni比较表明,AVG的AC(P < 0.001)和%MVPA(P < 0.001)显著高于SVG,但显著低于定速步行(AC P < 0.001;%MVPA P < 0.01)。总体而言,参与者在AVG期间有76.25%的时间处于中等至剧烈身体活动,而定速步行期间为99.4%,SVG期间为2.31%。两种测量指标均未发现组间主效应或组×条件交互效应。

结论

AVG可能提供一种有吸引力的方式,使所有人都能提高其总体身体活动水平,尽管AVG不应被视为步行或其他形式身体活动的替代品。尽管有必要进行进一步研究,但两组在AVG中表现相似这一发现表明,游戏可能无需对游戏设备进行修改或调整即可进行,这在社交/成本/设备获取便利性方面可能具有若干优势。

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