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电子竞技游戏对儿童心理社会信念及在校日能量消耗的影响。

Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure.

作者信息

Gao Zan, Pope Zachary C, Lee Jung Eun, Quan Minghui

机构信息

Department of Sport Rehabilitation, School of Kinesiology, Shanghai University of Sport, Shanghai 200438, China.

School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.

出版信息

J Clin Med. 2019 Aug 21;8(9):1268. doi: 10.3390/jcm8091268.

Abstract

Examine the effects of active video games (AVGs) on children's school-day energy expenditure (EE) and physical activity (PA)-related self-efficacy, social support, and outcome expectancy over 9 months. Participants were 81 fourth grade students ( X ¯ age = 9.23 years, SD = 0.62; 39 girls) from two urban Minnesota elementary schools. A once-weekly 50 min AVG intervention was implemented in the intervention school for 9 months in 2014-2015 while the control school continued regular recess. Children's school-day EE (daily caloric expenditure) and mean daily metabolic equivalent (MET) values were estimated via accelerometry whereas self-efficacy, social support, and outcome expectancy were assessed with psychometrically-validated questionnaires. All measures were completed at baseline and at the 4th and 9th months. We observed significant interaction effects for daily caloric expenditure, (1, 58) = 15.8, < 0.01, mean daily MET values, (1, 58) = 11.3, < 0.01, and outcome expectancy, (1, 58) = 4.5, < 0.05. Specifically, intervention children had greater increases in daily caloric expenditure (91 kilocalorie/day post-intervention group difference), with control children decreasing daily caloric expenditure over time. We observed identical trends for mean daily MET values (0.35 METs/day post-intervention group difference). Interestingly, we observed outcome expectancy to increase in the control children, but decrease among intervention children, at post-intervention (1.35 group difference). Finally, we observed a marginally significant interaction effect for social support, (1, 58) = 3.104, = 0.08, with an increase and decrease seen in the intervention and control children, respectively. We observed no interaction or main effects for self-efficacy. Observations suggested an AVG intervention contributed to longitudinal increases in school-day EE and social support compared to the control condition. Future research should examine how self-efficacy and outcome expectancy might be promoted during school-based AVG interventions.

摘要

研究主动式电子游戏(AVG)对儿童上学日能量消耗(EE)以及与身体活动(PA)相关的自我效能感、社会支持和结果期望的影响,为期9个月。参与者为明尼苏达州两所城市小学的81名四年级学生(平均年龄=9.23岁,标准差=0.62;39名女生)。2014 - 2015年,干预学校实施了为期9个月、每周一次、每次50分钟的AVG干预,而对照学校继续正常课间休息。通过加速度计估算儿童上学日的EE(每日热量消耗)和平均每日代谢当量(MET)值,同时使用经过心理测量验证的问卷评估自我效能感、社会支持和结果期望。所有测量均在基线以及第4个月和第9个月完成。我们观察到每日热量消耗存在显著的交互作用效应,F(1, 58)=15.8,p<0.01;平均每日MET值,F(1, 58)=11.3,p<0.01;以及结果期望,F(1, 58)=4.5,p<0.05。具体而言,干预组儿童的每日热量消耗增加幅度更大(干预后组间差异为91千卡/天),而对照组儿童的每日热量消耗随时间减少。我们观察到平均每日MET值也有相同趋势(干预后组间差异为0.35 METs/天)。有趣的是,我们观察到干预后对照组儿童的结果期望增加,而干预组儿童的结果期望下降(组间差异为1.35)。最后,我们观察到社会支持存在边缘显著的交互作用效应,F(1, 58)=3.104,p = 0.08,干预组儿童增加,对照组儿童减少。我们未观察到自我效能感的交互作用或主效应。观察结果表明,与对照条件相比,AVG干预有助于上学日EE和社会支持的纵向增加。未来的研究应探讨如何在基于学校的AVG干预中促进自我效能感和结果期望。

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