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评估超重和肥胖儿童的积极视频游戏能量消耗及其性别差异。

Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender.

机构信息

Faculty of Health and Sport Science (FCSD), Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, Spain.

GENUD (Growth, Exercise, Nutrition and Development) Research Group, Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, Spain.

出版信息

Int J Environ Res Public Health. 2020 Sep 15;17(18):6714. doi: 10.3390/ijerph17186714.

DOI:10.3390/ijerph17186714
PMID:32942663
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7560235/
Abstract

(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.

摘要

(1)背景:儿童肥胖已成为一个主要的全球健康问题,而积极的视频游戏(AVG)可被用于增加能量消耗。本研究的目的是调查结合运动的 AVG 干预期间的能量消耗,并按性别进行区分。(2)方法:共有 45 名超重或肥胖的儿童(19 名女孩)进行了结合运动的 AVG 干预。使用的 AVG 包括 Xbox Kinect、Nintendo Wii、跳舞垫、BKOOL 自行车模拟器和 Nintendo Switch。通过在课程期间记录的心率和个人最大测试的数据来估计能量消耗。(3)结果:在一小时的课程中,平均能量消耗为 315.1 卡路里。参与者在 BKOOL 上花费的能量最多,其次是 Ring Fit Adventures、跳舞垫、Xbox Kinect 和 Nintendo Wii,BKOOL 和 Nintendo Wii 之间存在显著差异。在男孩和女孩之间发现了显著差异,但部分原因是体重、VO 和去脂体重的差异。(4)结论:超重和肥胖的儿童和青少年进行结合多组件运动的 AVG 的能量消耗为男孩 5.68 kcal/min,女孩 4.66 kcal/min。AVG 可能是增加超重和肥胖儿童和青少年能量消耗的有效策略。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/12c4/7560235/1e14ce8724b4/ijerph-17-06714-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/12c4/7560235/5a437404d3e1/ijerph-17-06714-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/12c4/7560235/1e14ce8724b4/ijerph-17-06714-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/12c4/7560235/5a437404d3e1/ijerph-17-06714-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/12c4/7560235/1e14ce8724b4/ijerph-17-06714-g002.jpg

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