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Stud Health Technol Inform. 2017;241:128-133.
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3
Interactive Games for Home Delivery of Exercise and Rehabilitation Interventions for Older Adults: An Australian Perspective.面向老年人的居家锻炼与康复干预的交互式游戏:澳大利亚视角
Stud Health Technol Inform. 2016;231:110-118.
4
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5
The health-enhancing efficacy of Zumba® fitness: An 8-week randomised controlled study.尊巴健身操的健康促进功效:一项为期8周的随机对照研究。
J Sports Sci. 2016 Aug;34(15):1396-404. doi: 10.1080/02640414.2015.1112022. Epub 2015 Nov 16.
6
Cardiovascular effects of Zumba(®) performed in a virtual environment using XBOX Kinect.使用XBOX Kinect在虚拟环境中进行尊巴舞(Zumba(®))的心血管效应。
J Phys Ther Sci. 2015 Sep;27(9):2863-5. doi: 10.1589/jpts.27.2863. Epub 2015 Sep 30.
7
An 8-Week Exercise Intervention Based on Zumba Improves Aerobic Fitness and Psychological Well-Being in Healthy Women.一项基于尊巴的为期8周的运动干预可改善健康女性的有氧适能和心理健康。
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The effects of Zumba training on cardiovascular and neuromuscular function in female college students.尊巴舞训练对女大学生心血管和神经肌肉功能的影响。
Eur J Sport Sci. 2014;14(6):569-77. doi: 10.1080/17461391.2013.866168. Epub 2013 Dec 10.
10
Physiologic responses and energy expenditure of kinect active video game play in schoolchildren.学龄儿童玩体感活跃视频游戏的生理反应与能量消耗
Arch Pediatr Adolesc Med. 2012 Nov;166(11):1005-9. doi: 10.1001/archpediatrics.2012.1271.

尊巴课程中与真人教练或电子游戏教练一起进行身体活动的比较。

Comparison of Physical Activity during Zumba with a Human or Video Game Instructor.

作者信息

Schneekloth Bridgette, Brown Gregory A

机构信息

Physical Activity & Wellness Laboratory, Department of Kinesiology & Sports Sciences, University of Nebraska - Kearney, Kearney, NE, USA.

出版信息

Int J Exerc Sci. 2018 Aug 1;11(4):1019-1030. doi: 10.70252/IGID4604. eCollection 2018.

DOI:10.70252/IGID4604
PMID:30147828
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6102192/
Abstract

Using a physically active video game presents an opportunity for a person to engage in exercise in the privacy of their own home, yet still receive some feedback on the quality of their exercise performance. The purpose of this project was to compare the physical activity between participating in a Zumba exercise class led by a human and using a Zumba video game. Eight women (33.0 ± 3.0 y, 34.8 ± 8.1 % body fat) who regularly participated in a Zumba exercise class were measured for heart rate, number of steps taken, and minutes of sedentary, light, moderate, and vigorous physical activity while participating in a 60-minute human led Zumba exercise class (HZ) or while playing Zumba on the Xbox Kinect video game system (VZ). There were no differences between HZ or VZ (respectively) in light intensity (11.0 ± 7.3 vs. 11.9 ± 9.6 minutes) or moderate intensity (24.7 ± 7.1 vs. 27.6 ± 8.1 minutes) physical activity, or number of steps taken (5337 ± 899 vs. 5001 ± 1141). HZ resulted in less (P<0.05) sedentary time and more (P<0.05) vigorous intensity physical activity (22.0 ± 12.0 vs. 14.2 ± 12.8 minutes) and higher (P<0.05) average heart rates (149.0 ± 14.8 vs. 125.0 ± 10.9 beats/minute) than did VZ (respectively). The present data indicate that participating in Zumba led by a human or played as a video game can contribute to health promoting moderate intensity physical activity, but human led Zumba produces more vigorous intensity physical activity.

摘要

使用一款需要身体活动的电子游戏,为人们提供了一个在家中私密空间进行锻炼的机会,同时还能收到关于自身锻炼表现质量的一些反馈。本项目的目的是比较参加由真人带领的尊巴健身课程与使用尊巴电子游戏时的身体活动情况。对八名经常参加尊巴健身课程的女性(年龄33.0 ± 3.0岁,体脂率34.8 ± 8.1%)进行了测量,测量她们在参加60分钟由真人带领的尊巴健身课程(HZ)或在Xbox Kinect电子游戏系统上玩尊巴游戏(VZ)时的心率、步数以及久坐、轻度、中度和剧烈身体活动的分钟数。在轻度强度身体活动(分别为11.0 ± 7.3分钟对11.9 ± 9.6分钟)、中度强度身体活动(24.7 ± 7.1分钟对27.6 ± 8.1分钟)或步数(5337 ± 899对5001 ± 1141)方面,HZ和VZ之间没有差异。与VZ相比,HZ导致的久坐时间更少(P<0.05),剧烈强度身体活动更多(P<0.05)(22.0 ± 12.0分钟对14.2 ± 12.8分钟),平均心率更高(P<0.05)(149.0 ± 14.8次/分钟对125.0 ± 10.9次/分钟)。目前的数据表明,参加真人带领的尊巴课程或作为电子游戏来玩尊巴都有助于促进健康的中度强度身体活动,但真人带领的尊巴能产生更多的剧烈强度身体活动。