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能量消耗以及对不同类型的主动式电子游戏和运动的情感反应。

Energy expenditure and affect responses to different types of active video game and exercise.

作者信息

Monedero Javier, Murphy Enda E, O'Gorman Donal J

机构信息

School of Health and Human Performance, Faculty of Science and Health, Dublin City University, Dublin, Ireland.

出版信息

PLoS One. 2017 May 1;12(5):e0176213. doi: 10.1371/journal.pone.0176213. eCollection 2017.

DOI:10.1371/journal.pone.0176213
PMID:28459835
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5411095/
Abstract

BACKGROUND

The purpose of this study was to compare entertainment-themed active video game (AVG) and fitness-themed AVG play with traditional exercise to examine the interaction between physiological and psychological responses.

METHODS

Participants (N = 23) were randomly assigned to 30-min of (i) self-selected intensity exercise (SS-EX), (ii) moderate intensity exercise (MOD-EX), (iii) entertainment-themed video game (ET-VG) and (iv) fitness-themed video game (FT-VG). Physiological and psychological outcomes were recorded before, during and after each trial.

RESULTS

All trials met the ACSM criteria for moderate or vigorous physical activity. The [Formula: see text] (68.3±13.9%) and rate of energy expenditure (10.3±3.1kcal/min) was significantly higher in the SS-EX trial with lowest values reported for ET-VG (p<0.05). No differences were found in % heart rate reserve between SS-EX and FT-VG (66.9±12.5% and 67.1±6% respectively). The AVG's were significantly more enjoyable than the exercise trials (p<0.05) and the ET-VG resulted in the highest core flow and psychological well-being (p<0.05).

CONCLUSION

AVG's can elicit physiological responses that meet recommended exercise intensities but are more enjoyable than conventional exercise in young inactive adults. While further work is required, this study highlights the importance of examining the interaction between physiological outcomes and psychological states to increase physical activity and reduce sedentary time.

摘要

背景

本研究的目的是比较以娱乐为主题的主动式电子游戏(AVG)和以健身为主题的AVG游戏与传统运动,以检验生理和心理反应之间的相互作用。

方法

参与者(N = 23)被随机分配进行30分钟的(i)自选强度运动(SS-EX)、(ii)中等强度运动(MOD-EX)、(iii)以娱乐为主题的电子游戏(ET-VG)和(iv)以健身为主题的电子游戏(FT-VG)。在每次试验前、试验期间和试验后记录生理和心理结果。

结果

所有试验均符合美国运动医学会关于中等或剧烈身体活动的标准。SS-EX试验中的[公式:见原文](68.3±13.9%)和能量消耗率(10.3±3.1千卡/分钟)显著更高,ET-VG报告的数值最低(p<0.05)。SS-EX和FT-VG之间的心率储备百分比没有差异(分别为66.9±12.5%和67.1±6%)。AVG游戏比运动试验明显更有趣(p<0.05),并且ET-VG导致最高的核心心流体验和心理健康水平(p<0.05)。

结论

AVG游戏可以引发符合推荐运动强度的生理反应,但在年轻的缺乏运动的成年人中比传统运动更有趣。虽然还需要进一步的研究,但本研究强调了检查生理结果和心理状态之间相互作用对于增加身体活动和减少久坐时间的重要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/7c6ffd252dcb/pone.0176213.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/c7546f7fac87/pone.0176213.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/c18dbe9423ee/pone.0176213.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/7c6ffd252dcb/pone.0176213.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/c7546f7fac87/pone.0176213.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/c18dbe9423ee/pone.0176213.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4596/5411095/7c6ffd252dcb/pone.0176213.g003.jpg

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