Norozi Kambiz, Haworth Robert, Dempsey Adam A, Endres Kaitlin, Altamirano-Diaz Luis
Department of Pediatrics, Western University, London, Ontario, Canada.
Paediatric Cardiopulmonary Research Laboratory, London Health Sciences Centre, London, Ontario, Canada.
CJC Open. 2020 Jul 15;2(6):555-562. doi: 10.1016/j.cjco.2020.07.006. eCollection 2020 Nov.
Despite current physical activity (PA) guidelines, children spend an average of 1-3 hours/day playing video games. Some video games offer physically active components as part of gameplay. We sought to determine if these active video games (AVGs) can elicit at least moderate PA in children, identify game elements important for PA, and determine if they are fun to play.
Twenty children aged 8 to 16 years underwent cardiopulmonary exercise testing to determine their heart rate (HR) at ventilatory threshold. Participants played 2 different AVGs, and the gaming time that each participant's HR was above the HR thresholds for moderate and vigorous PA was determined. Gameplay elements that supported or inhibited active gameplay were also identified. Participants also completed questionnaires on physical activity, game engagement, and game experience.
The and AVGs produced at least moderate PA, for a mean of 54.3% ± 29.5% and 87.8% ± 21.8% of gameplay time, respectively. Full-body movements, player autonomy, and self-efficacy were observed to be important elements of good AVG design. Although participants enjoyed these AVGs, they still preferred their favorite games (game engagement score of 1.82 ± 0.67 vs 0.95 ± 0.70 [] and 1.39 ± 0.37 []).
AVGs can provide at least moderate PA and are enjoyable to play, but most popular video games do not incorporate active components. The implementation of government policies and a rating system concerning PA in video games may help address the widespread sedentary lifestyle of children.
尽管有当前的体育活动(PA)指南,但儿童平均每天花1 - 3小时玩电子游戏。一些电子游戏在游戏玩法中提供了体育活动的元素。我们试图确定这些主动式电子游戏(AVG)是否能在儿童中引发至少中等强度的体育活动,识别对体育活动重要的游戏元素,并确定它们是否好玩。
20名8至16岁的儿童接受了心肺运动测试,以确定他们在通气阈值时的心率(HR)。参与者玩了2种不同的主动式电子游戏,并确定了每个参与者的心率高于中等强度和剧烈体育活动心率阈值的游戏时间。还识别了支持或抑制主动游戏玩法的游戏元素。参与者还完成了关于体育活动、游戏参与度和游戏体验的问卷调查。
这两款主动式电子游戏分别产生了至少中等强度的体育活动,平均分别占游戏时间的54.3%±29.5%和87.8%±21.8%。全身运动、玩家自主性和自我效能感被认为是良好主动式电子游戏设计的重要元素。尽管参与者喜欢这些主动式电子游戏,但他们仍然更喜欢自己最喜欢的游戏(游戏参与度得分分别为1.82±0.67与0.95±0.70[具体对比情况1]和1.39±0.37[具体对比情况2])。
主动式电子游戏可以提供至少中等强度的体育活动且玩起来很有趣,但大多数流行的电子游戏没有纳入主动元素。政府关于电子游戏中体育活动的政策和评级系统的实施可能有助于解决儿童普遍久坐的生活方式问题。