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世界上不爱运动的儿童的数字化运动:一项试点随机试验中玩积极视频游戏的有利结果。

A digital movement in the world of inactive children: favourable outcomes of playing active video games in a pilot randomized trial.

机构信息

Department of Physical Education and Sports, Faculty of Sports Sciences, Abant Izzet Baysal University, 14280, Golkoy, Bolu, Turkey.

Department of Physical Education and Sports, Faculty of Sports Sciences, Sakarya University, 54050, Serdivan, Sakarya, Turkey.

出版信息

Eur J Pediatr. 2019 Oct;178(10):1567-1576. doi: 10.1007/s00431-019-03457-x. Epub 2019 Aug 30.

DOI:10.1007/s00431-019-03457-x
PMID:31471690
Abstract

This parallel randomized controlled trial was aimed to evaluate whether parameters as physical fitness, reaction times, self-perception and enjoyment levels, as well as parental and children perspectives, were affected by active video games in inactive and technologically preoccupied children. Data were collected in a laboratory setting from four randomly selected urban public schools. All 1300 children in grades 3-6 were surveyed for the study. Among the 918 responders, 106 children were determined to be inactive and preoccupied with technology. Children in 3 schools (n = 53) allocated to active video game and in one school (n = 53) allocated to control group were compared by univariate covariance analyses for primary outcomes such as weight, body mass index and fat ratios at the end of 12 weeks. Active video game group significantly showed favourable responses for weight, body mass index and corresponding z scores as well as reaction times and self-perception controlling for age and baseline scores. In addition, enjoyment of the children in the game group by qualitative analysis was high indicating a motivational aspect for the continuation of the games. Diverse contributions of games to physical, social, intellectual and personal development were revealed.Conclusion: Active video games by promoting enjoyment levels and physical activity, as well as contributing to agility, alertness, socializing, and striving, led to a reduction in weight gain. They may be used as beneficial tools diverting children from inactivity and subsequent obesity.Trial registration: This study called AVGAME is registered with the number NCT03720938 in Clinicaltrials.gov . The trial protocol can also be retrieved from the archives of Abant Izzet Baysal University. What is Known: • Nowadays, children prefer sedentary video games that are known to induce weight gain and obesity-related comorbidities. • Active video games were shown to decrease weight in overweight and obese children. What is New: • Active video games decrease weight increment and reaction times, thus could be used to prevent obesity in inactive non-obese children. • Active video games raise self-esteem, induce enjoyment, improve the personal and intellectual development of children in addition to socializing and is a safe alternative to indoor sedentary video games.

摘要

这项平行随机对照试验旨在评估在不活跃和沉迷于技术的儿童中,积极的视频游戏是否会影响身体状况、反应时间、自我认知和享受水平以及家长和儿童的看法等参数。数据是在四个随机选择的城市公立学校的实验室环境中收集的。所有 3-6 年级的 1300 名儿童都接受了这项研究的调查。在 918 名回应者中,有 106 名儿童被确定为不活跃和沉迷于技术。通过单变量协方差分析比较了 3 所学校(n=53)的积极视频游戏组和 1 所学校(n=53)的对照组的主要结果,如 12 周结束时的体重、体重指数和脂肪比。在控制年龄和基线分数的情况下,积极视频游戏组在体重、体重指数和相应的 z 分数以及反应时间和自我认知方面显示出有利的反应。此外,通过定性分析,游戏组的儿童非常享受游戏,这表明游戏对继续游戏具有激励作用。揭示了游戏对身体、社会、智力和个人发展的多方面贡献。结论:积极的视频游戏通过提高享受水平和身体活动水平,以及促进敏捷性、警觉性、社交和努力,导致体重增加减少。它们可以作为有益的工具,使儿童摆脱不活跃状态,防止随后肥胖。试验注册:这项名为 AVGAME 的研究在 Clinicaltrials.gov 注册,编号为 NCT03720938。试验方案也可以从 Abant Izzet Baysal 大学的档案中检索到。已知:• 如今,儿童更喜欢久坐不动的视频游戏,而这些游戏已知会导致体重增加和肥胖相关的并发症。• 积极的视频游戏已被证明可以减少超重和肥胖儿童的体重。新内容:• 积极的视频游戏可以减少体重增加和反应时间,因此可以用于预防不活跃的非肥胖儿童肥胖。• 积极的视频游戏可以提高自尊,诱导享受,促进儿童的个人和智力发展,除了社交之外,还是室内久坐不动的视频游戏的安全替代品。

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