Suppr超能文献

积极的视频游戏对久坐不动的儿童身体活动和屏幕活动的影响。

The influence of active video game play upon physical activity and screen-based activities in sedentary children.

机构信息

Grand Forks Human Nutrition Research Center, Agricultural Research Service, United States Department of Agriculture, Grand Forks, North Dakota, United States of America.

出版信息

PLoS One. 2022 Jun 14;17(6):e0269057. doi: 10.1371/journal.pone.0269057. eCollection 2022.

Abstract

BACKGROUND

Few children meet physical activity recommendations, partly due to the prevalence of screen-based sedentary activities. Active video game (AVG) play produces light to moderate physical activity. Yet, providing children access to AVG does not increase physical activity, possibly because children who play AVG may also tend towards sedentary screen-based activities. How multiple days of AVG play influences children's choice of other activities is not yet known.

PURPOSE

To examine how AVG influences children's physical activity, sedentary screen-based activities, and other alternative activities.

METHODS

Sedentary children (N = 49) played AVG 3 times/week and sedentary video games (SVG) ad libitum for 6 weeks, followed by 4 weeks of ad libitum play of both AVG and SVG. Participants wore an activity monitor for 7 days and completed a 24-hour activity recall on 4 randomly selected days at baseline, week 6, and week 10.

RESULTS

AVG play increased during the intervention (p < 0.01). Light activity and SVG play both decreased baseline to 10 weeks (p = 0.006) and 6 to 10 weeks (p = 0.017). Non-SVG sedentary behavior increased from baseline to 10 weeks (p = 0.005) and 6 to 10 weeks (p = 0.007). Changes over time were not observed in physical activity, or recall-measured active play, social activities, other hobbies, television or computer/phone use.

CONCLUSION

AVG play did not change children's objectively-measured physical activity or subjectively measured active play. SVG time was substituted with other sedentary behaviors. AVG did not increase time engaged in SVG or screen-based devices.

摘要

背景

很少有儿童符合身体活动建议,部分原因是存在以屏幕为基础的久坐活动。积极视频游戏(AVG)可产生轻度至中度的身体活动。然而,为儿童提供 AVG 并不会增加身体活动,这可能是因为玩 AVG 的儿童也可能倾向于久坐的基于屏幕的活动。连续几天玩 AVG 如何影响儿童对其他活动的选择目前尚不清楚。

目的

研究 AVG 如何影响儿童的身体活动、久坐的基于屏幕的活动和其他替代活动。

方法

久坐的儿童(N = 49)每周玩 3 次 AVG 和自由玩 6 周的 SVG,然后在 4 周内自由玩 AVG 和 SVG。参与者在基线、第 6 周和第 10 周的 7 天内佩戴活动监测器,并在 4 个随机选择的日子完成 24 小时活动回忆。

结果

AVG 游戏在干预期间增加(p < 0.01)。轻度活动和 SVG 游戏的活动量均从基线下降到第 10 周(p = 0.006)和第 6 周到第 10 周(p = 0.017)。非 SVG 久坐行为从基线到第 10 周(p = 0.005)和第 6 周到第 10 周(p = 0.007)均增加。在身体活动或回忆测量的活跃游戏、社交活动、其他爱好、电视或计算机/电话使用方面,没有观察到时间变化。

结论

AVG 游戏并未改变儿童的客观测量的身体活动或主观测量的活跃游戏时间。SVG 时间被其他久坐行为所取代。AVG 并没有增加玩 SVG 或基于屏幕设备的时间。

相似文献

本文引用的文献

10
User's guide to correlation coefficients.相关系数用户指南。
Turk J Emerg Med. 2018 Aug 7;18(3):91-93. doi: 10.1016/j.tjem.2018.08.001. eCollection 2018 Sep.

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验