Exercise Science Program, School of Health Sciences, Kent State University, Kent, Ohio, USA.
School of Health, Physical Education & Sport Science, Baldwin Wallace University, Berea, Ohio, USA.
Games Health J. 2021 Feb;10(1):28-32. doi: 10.1089/g4h.2020.0021. Epub 2021 Jan 12.
This study assessed the oxygen consumption [VO mL/(kg·min)], liking, and relative reinforcing (motivating) value (RRV) of a moderately physiologically challenging exergame [Nintendo Wii-Sports Boxing (Boxing)] versus a minimally challenging exergame [Nintendo Wii Lego Star Wars (Lego)]. VO and liking were recorded in children( = 28, 7.8 ± 1.3 years old) during three 10-minute conditions: recumbent resting (Resting), and playing Wii Boxing or Wii Lego. Resting was completed first, and the order of exergames was randomized. Next, children performed an operant button pressing task using a progressive fixed ratio to assess the RRV of the two videogame conditions. Children worked to earn up to 11 minutes for Boxing, Lego, or a combination of the two. The output maximum (O) performed to earn access to each game was the measure of RRV. There was a significant ( ≤ 0.03 for all conditions) step-wise increase in VO from Resting [4.3 ± 1.2 mL/(kg·min)] to Lego [5.3 ± 0.5 mL/(kg·min)] and from Lego to Boxing [11.7 ± 4.2 mL/(kg·min)]. Liking was significantly greater for Boxing ( = 0.003) and Lego ( < 0.0001, 7.1 ± 2.9 cm; 7.1 ± 2.7 cm, respectively) versus Resting (4.6 ± 3.8 cm), with no significant difference between Boxing and Lego ( = 0.358). Lastly, O was significantly ( = 0.021) greater for Lego (257.7 ± 390.6 presses) than for Boxing (51.7 ± 131.0 presses). Oxygen consumption during Wii Boxing was significantly greater than during Wii Lego. Despite this greater physiological challenge, liking was similar for both Lego and Boxing. However, children were more motivated to play Lego than Boxing.
这项研究评估了中等生理挑战性的有氧运动游戏(任天堂 Wii 运动拳击)与低生理挑战性的有氧运动游戏(任天堂 Wii 乐高星球大战)的耗氧量[VO mL/(kg·min)]、喜好度和相对强化(激励)值(RRV)。在三个 10 分钟的条件下记录了 28 名儿童(年龄 7.8±1.3 岁)的 VO 和喜好度:仰卧休息(Resting),以及玩 Wii 拳击或 Wii 乐高。首先完成休息,游戏的顺序是随机的。然后,儿童通过操作按钮按压任务,使用递增的固定比例来评估两种视频游戏条件的 RRV。儿童努力赚取多达 11 分钟的时间用于拳击、乐高或两者的组合。为了获得每种游戏的访问权限而进行的输出最大值(O)是 RRV 的衡量标准。从休息(4.3±1.2 mL/(kg·min))到乐高(5.3±0.5 mL/(kg·min))和从乐高到拳击(11.7±4.2 mL/(kg·min)),VO 呈显著(所有条件下均为≤0.03)逐步增加。与休息(4.6±3.8 cm)相比,拳击( = 0.003)和乐高( < 0.0001,7.1±2.9 cm;7.1±2.7 cm)的喜好度显著更高,而拳击和乐高之间没有显著差异( = 0.358)。最后,O 对于乐高(257.7±390.6 次按压)显著( = 0.021)大于拳击(51.7±131.0 次按压)。在 Wii 拳击时的耗氧量明显大于在 Wii 乐高时的耗氧量。尽管生理挑战更大,但乐高和拳击的喜好度相似。然而,孩子们更愿意玩乐高而不是拳击。