1 Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás , Goiânia, Brazil .
2 Centro de Educação Física e Desportos, Universidade Federal do Espírito Santo , Vitória, Brazil .
Games Health J. 2017 Dec;6(6):365-370. doi: 10.1089/g4h.2017.0085. Epub 2017 Oct 27.
Exergames appear to be a promising tool to increase energy expenditure and physical fitness. However, less is known about the effect of a single session of an exergame on anxiety state. Thus, the aim of this study was to evaluate the effects of a single session of the exergame Zumba Fitness (Xbox 360 Kinect) on the anxiety state of healthy young women.
Forty healthy young women (22.9 ± 3.7 years; 62.43 ± 8.75 kg; 1.64 ± 0.06 m; 23.05 ± 2.75 kg/m; [Formula: see text]Omax of 41.23 ± 10.61 mL/kg/min) performed ∼20 minutes of the exergame Zumba Fitness using the Xbox 360 Kinect. The state anxiety (State Anxiety Inventory) and level of enjoyment (Physical Activity Enjoyment Scale) were evaluated before and after intervention. Rating perceived exertion (Borg scale) and heart rate (HR) were also tracked and collected.
A single exergame session significantly reduced the state anxiety of the participants (P = 0.0230, effect size = 0.62, CI 0.34-0.90). However, no statistically significant correlation was found between enjoyment and absolute (r = -0.10, P = 0.5345) or relative change in state anxiety (r = -0.17, P = 0.2869). A moderate positive correlation was found between enjoyment and performance in the exergame Zumba Fitness (r = 0.59, P = 0.0001). The mean HR during exergames was 137 ± 19 bpm (∼70% of predicted HRmax).
The exergame Zumba Fitness seems to be a useful tool to reduce state anxiety in a nonclinical sample of healthy women.
电子游戏似乎是一种很有前途的工具,可以增加能量消耗和身体健康。然而,对于单次电子游戏对焦虑状态的影响知之甚少。因此,本研究旨在评估单次电子游戏 Zumba Fitness(Xbox 360 Kinect)对健康年轻女性焦虑状态的影响。
40 名健康年轻女性(22.9±3.7 岁;62.43±8.75kg;1.64±0.06m;23.05±2.75kg/m;[Formula: see text]Omax 为 41.23±10.61mL/kg/min)使用 Xbox 360 Kinect 进行了约 20 分钟的电子游戏 Zumba Fitness。在干预前后评估状态焦虑(状态焦虑量表)和享受程度(身体活动享受量表)。还跟踪和收集了感知用力(Borg 量表)和心率(HR)。
单次电子游戏课程显著降低了参与者的状态焦虑(P=0.0230,效应量=0.62,CI 0.34-0.90)。然而,享受程度与状态焦虑的绝对(r=-0.10,P=0.5345)或相对变化之间没有统计学上的显著相关性(r=-0.17,P=0.2869)。在电子游戏 Zumba Fitness 中,享受程度与表现之间存在中度正相关(r=0.59,P=0.0001)。电子游戏期间的平均心率为 137±19bpm(约为预测 HRmax 的 70%)。
电子游戏 Zumba Fitness 似乎是一种有用的工具,可以在非临床健康女性样本中降低状态焦虑。