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视频游戏与电视观看对超重和肥胖年轻男性应激标志物和食物摄入的急性影响:一项随机对照试验。

Acute effects of video-game playing versus television viewing on stress markers and food intake in overweight and obese young men: A randomised controlled trial.

机构信息

Human Nutrition Research Centre, Institute of Cellular Medicine, Newcastle University, Campus for Ageing and Vitality, Newcastle on Tyne, NE4 5PL, UK.

Childhood Nutrition Research Centre, UCL Great Ormond Street Institute of Child Health, 30 Guilford Street, London, WC1N 1EH, UK.

出版信息

Appetite. 2018 Jan 1;120:100-108. doi: 10.1016/j.appet.2017.08.018. Epub 2017 Aug 24.

DOI:10.1016/j.appet.2017.08.018
PMID:28843974
Abstract

BACKGROUND

Sedentary or near-sedentary activities are associated with overweight/obesity in epidemiological studies. This has traditionally been attributed to physical activity displacement. A little-explored area is whether behavioural stresses alter sensations of appetite and eating behaviour. We examined whether behaviours conducted seated (television viewing, video gaming) induce different eating patterns, associated with differential levels of stress response.

METHODS AND FINDINGS

We conducted a randomized controlled trial in 72 overweight/obese adult males, assigned to three groups (24 per group): (i) non-violent television (control group); (ii) non-violent game (FIFA); (iii) violent game (Call of Duty). Following a standardized breakfast, the 1-h intervention was followed by 25-min rest, with sweet and savoury snacks and drinks available ad libitum. Stress markers (heart rate, blood pressure, visual analogue scale (VAS)) were measured throughout. Heart rate, systolic blood pressure, and stress by VAS were significantly higher (p < 0.05) playing video games than watching non-violent television, though the two game groups did not differ. Considered separately, only the violent video game group consumed more energy (Δ = 208.3 kcal, 95%CI 16, 400), sweet foods (Δ = 25.9 g, 95%CI 9.9, 41.9) and saturated fat (Δ = 4.36 g, 95%CI 0.76, 7.96) than controls.

CONCLUSION

Playing video games in overweight/obese adult males is associated with an acute stress response relative to watching non-violent television, associated with greater subsequent food intake. These findings highlight the need to focus on the metabolic effects, as well as the energy costs, of activities involving sitting in relation to obesity risk.

摘要

背景

在流行病学研究中,久坐或近似久坐的活动与超重/肥胖有关。这传统上归因于体力活动的替代。一个较少被探索的领域是行为压力是否会改变食欲和进食行为的感觉。我们研究了坐姿行为(看电视、玩电子游戏)是否会引起不同的进食模式,以及与不同水平的应激反应相关的模式。

方法和发现

我们在 72 名超重/肥胖的成年男性中进行了一项随机对照试验,将他们分为三组(每组 24 人):(i)非暴力电视(对照组);(ii)非暴力游戏(FIFA);(iii)暴力游戏(使命召唤)。在标准早餐后,进行 1 小时的干预,随后休息 25 分钟,可随意食用甜咸零食和饮料。整个过程中测量应激标志物(心率、血压、视觉模拟量表(VAS))。与观看非暴力电视相比,玩电子游戏时心率、收缩压和 VAS 应激显著升高(p<0.05),但两组游戏者之间没有差异。分别考虑时,只有暴力电子游戏组消耗了更多的能量(Δ=208.3 千卡,95%置信区间 16,400)、甜食(Δ=25.9 克,95%置信区间 9.9,41.9)和饱和脂肪(Δ=4.36 克,95%置信区间 0.76,7.96)比对照组多。

结论

与观看非暴力电视相比,超重/肥胖成年男性玩电子游戏会引起急性应激反应,与随后的食物摄入增加有关。这些发现强调了需要关注与肥胖风险相关的坐姿活动的代谢效应,以及能量消耗。

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