Grand Forks Human Nutrition Research Center, Agricultural Research Service, United States Department of Agriculture, Grand Forks, North Dakota, United States of America.
PLoS One. 2022 Jun 14;17(6):e0269057. doi: 10.1371/journal.pone.0269057. eCollection 2022.
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.
To examine how AVG influences children's physical activity, sedentary screen-based activities, and other alternative activities.
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.
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.
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.
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。
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。
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。
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。
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。