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《宝可梦 GO 对体力活动、久坐时间的影响:基线和三个月随访时对体力活动和健康的看法》

Gotta Catch 'Em All: Impact of Pokémon Go on Physical Activity, Sitting Time, and Perceptions of Physical Activity and Health at Baseline and Three-Month Follow-Up.

机构信息

Academy of Sport and Physical Activity, Sheffield Hallam University, Sheffield, United Kingdom.

School of Sport, Leeds Beckett University, Leeds, United Kingdom.

出版信息

Games Health J. 2018 Dec;7(6):401-408. doi: 10.1089/g4h.2018.0002. Epub 2018 Jul 25.

Abstract

The objective was to examine differences in physical activity, sitting time and perceptions of physical activity and health between Pokémon Go users and nonusers at baseline (launch of the application in the United Kingdom) and 3-month follow-up. The self-administered, short version of the 7-day recall, International Physical Activity Questionnaire, was adapted to develop the "Physical Activity and Pokémon Go questionnaire," which was distributed using social media. Four weeks after the launch of the application, 461 participants ( = 193 male,  = 265 female,  = 3 transgender) had completed the questionnaire. At 3-month follow-up, 127 participants repeated the questionnaire. At baseline, mixed models analysis of variance (ANOVA) revealed main effects for Pokémon Go users versus nonusers in the amount of days of vigorous physical activity, moderate physical activity, and walking (All  < 0.01). Users reported that they undertook less days of vigorous physical activity than nonusers, but more days of moderate physical activity and walking. There were no differences in body mass index, minutes of vigorous or moderate physical activity, and walking, or sitting on weekdays (All  > 0.05). Repeated measures ANOVA identified increased sitting on weekdays ( < 0.05), but maintained vigorous, moderate and walking physical activity behaviors in users who remained users. Pokémon Go use can increase the frequency of days of physical activity benefitting health. Users at both time points maintained their physical activity behaviour, but increased sitting time on weekdays, highlighting that another intervention to prevent sitting is needed.

摘要

目的是在 Pokémon Go 用户和非用户中,在基线(该应用程序在英国推出时)和 3 个月随访时,比较体育活动、久坐时间以及对体育活动和健康的看法。自我管理的 7 天回忆简短版国际体力活动问卷改编成“体育活动和 Pokémon Go 问卷”,通过社交媒体分发。在应用程序推出四周后,461 名参与者( = 193 名男性, = 265 名女性, = 3 名跨性别者)完成了问卷。在 3 个月随访时,有 127 名参与者重复了问卷。基线时,混合模型方差分析(ANOVA)显示,在剧烈体力活动、中等体力活动和步行的天数方面,Pokémon Go 用户与非用户之间存在主要差异(均 < 0.01)。用户报告他们进行剧烈体力活动的天数少于非用户,但进行中等体力活动和步行的天数更多。体重指数、剧烈或中等体力活动以及步行或工作日久坐时间均无差异(均 > 0.05)。重复测量 ANOVA 确定工作日久坐时间增加( < 0.05),但在仍为用户的用户中,维持了剧烈、中度和步行的体力活动行为。Pokémon Go 的使用可以增加有益于健康的体力活动天数。在两个时间点的用户都保持了他们的体力活动行为,但工作日久坐时间增加,这突出表明需要采取另一种干预措施来防止久坐。

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