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《宝可梦Go!》可能会促进大学生步行,减少久坐行为。

"Pokémon Go!" May Promote Walking, Discourage Sedentary Behavior in College Students.

作者信息

Barkley Jacob E, Lepp Andrew, Glickman Ellen L

机构信息

1 The School of Health Sciences, Kent State University , Kent, Ohio.

2 The School of Foundations, Leadership and Administration, Kent State University , Kent, Ohio.

出版信息

Games Health J. 2017 Jun;6(3):165-170. doi: 10.1089/g4h.2017.0009.

Abstract

OBJECTIVE

To assess self-reported walking and sedentary behavior in young adults before and after downloading "Pokémon Go!".

MATERIALS AND METHODS

In September 2016, a sample of 358 (19.8 ± 2.1 years old, n = 187 females) college students who had downloaded "Pokémon Go!" on their cellular telephones (i.e., cell phones) were surveyed for weekly walking and sedentary behavior via the International Physical Activity Questionnaire. A single interview was administered to participants who estimated their walking and sedentary behavior at three time points: the week immediately preceding their download of "Pokémon Go!" (Baseline), the first week after downloading the game (Time 1), and the week the survey was completed (Time 2). Differences in self-reported physical activity and sedentary behavior across the three time points and across the two genders were compared via analyses of variance.

RESULTS

There was a significant main effect of time (F ≥ 49.3, P ≤ 0.001) for walking and sedentary behavior. Participants reported greater (t ≥ 9.5, P < 0.001) daily walking during Time 1 (218.6 ± 156.3 minutes) and Time 2 (182.7 ± 172.1 minutes) versus the baseline (108.5 ± 110.8 minutes). Walking behavior was also significantly greater (t = 4.1, P < 0.001) at Time 1 versus Time 2. Participants reported greater (t ≥ 6.5, P < 0.001) daily sedentary behavior during baseline (346.6 ± 201.3 minutes) versus both Time 1 (261.7 ± 172.4 minutes) and Time 2 (284.3 ± 175.4 minutes). Sedentary behavior was also significantly greater (t = 2.6, P = 0.03) at Time 2 versus Time 1. There were no effects of gender (F ≤ 1.8, P ≥ 0.17).

CONCLUSION

Playing "Pokémon Go!" was associated with increased self-reported walking and decreased sedentary behavior. Such games hold promise as technology that may promote physical activity and discourage sedentary behavior.

摘要

目的

评估下载《精灵宝可梦Go!》前后年轻成年人自我报告的步行和久坐行为。

材料与方法

2016年9月,对358名(年龄19.8±2.1岁,n = 187名女性)在其手机上下载了《精灵宝可梦Go!》的大学生,通过国际体力活动问卷对其每周的步行和久坐行为进行调查。对参与者进行单次访谈,他们需估计自己在三个时间点的步行和久坐行为:下载《精灵宝可梦Go!》前的那一周(基线)、下载游戏后的第一周(时间1)以及完成调查的那一周(时间2)。通过方差分析比较三个时间点以及两个性别之间自我报告的体力活动和久坐行为的差异。

结果

步行和久坐行为在时间上存在显著的主效应(F≥49.3,P≤0.001)。参与者报告在时间1(218.6±156.3分钟)和时间2(182.7±172.1分钟)的每日步行量比基线(108.5±110.8分钟)更多(t≥9.5,P<0.001)。时间1的步行行为也显著多于时间2(t = 4.1,P<0.001)。参与者报告在基线时(346.6±201.3分钟)的每日久坐行为比时间1(261.7±172.4分钟)和时间2(284.3±175.4分钟)更多(t≥6.5,P<0.001)。时间2的久坐行为也显著多于时间1(t = 2.6,P = 0.03)。不存在性别效应(F≤1.8,P≥0.17)。

结论

玩《精灵宝可梦Go!》与自我报告的步行增加和久坐行为减少有关。这类游戏作为可能促进体力活动和减少久坐行为的技术具有前景。

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