• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

相似文献

1
The influence of active video game play upon physical activity and screen-based activities in sedentary children.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。
PLoS One. 2022 Jun 14;17(6):e0269057. doi: 10.1371/journal.pone.0269057. eCollection 2022.
2
Active Videogames to Promote Traditional Active Play: Increasing the Reinforcing Value of Active Play Among Low-Active Children.利用电子互动游戏促进传统主动式游戏:提高低活动量儿童主动式游戏的强化价值。
Games Health J. 2019 Dec 3. doi: 10.1089/g4h.2019.0040.
3
How Children Use Active Videogames and the Association Between Screen Time and Physical Activity.儿童如何使用电子游戏以及屏幕时间与身体活动之间的关联。
Games Health J. 2015 Aug;4(4):312-7. doi: 10.1089/g4h.2014.0135. Epub 2015 Apr 21.
4
Does home equipment contribute to socioeconomic gradients in Australian children's physical activity, sedentary time and screen time?家用设备是否会影响澳大利亚儿童身体活动、久坐时间和屏幕时间方面的社会经济梯度?
BMC Public Health. 2016 Aug 5;16:736. doi: 10.1186/s12889-016-3419-9.
5
Narrative and active video game in separate and additive effects of physical activity and cognitive function among young adults.叙事和积极的视频游戏对年轻人身体活动和认知功能的单独和附加影响。
Sci Rep. 2018 Jul 20;8(1):11020. doi: 10.1038/s41598-018-29274-0.
6
Physical Activity Levels in Children With and Without Autism Spectrum Disorder When Playing Active and Sedentary Xbox Kinect Videogames.患有和未患有自闭症谱系障碍的儿童在玩活跃型和久坐型Xbox Kinect电子游戏时的身体活动水平
Games Health J. 2017 Apr;6(2):97-103. doi: 10.1089/g4h.2016.0083. Epub 2017 Apr 4.
7
Sedentary behaviors in fifth-grade boys and girls: where, with whom, and why?五年级男生和女生的久坐行为:地点、同伴及原因?
Child Obes. 2013 Dec;9(6):532-9. doi: 10.1089/chi.2013.0021. Epub 2013 Oct 22.
8
A place for play? The influence of the home physical environment on children's physical activity and sedentary behaviour.游戏场所?家庭物质环境对儿童身体活动和久坐行为的影响。
Int J Behav Nutr Phys Act. 2013 Aug 17;10:99. doi: 10.1186/1479-5868-10-99.
9
Physical activity and screen-media-related parenting practices have different associations with children's objectively measured physical activity.体育活动和与屏幕媒体相关的育儿实践与儿童客观测量的体育活动有不同的关联。
Child Obes. 2013 Oct;9(5):446-53. doi: 10.1089/chi.2012.0131. Epub 2013 Sep 12.
10
An active video game intervention does not improve physical activity and sedentary time of children at-risk for developmental coordination disorder: a crossover randomized trial.一项关于电子游戏干预的研究表明,对于有发展性协调障碍风险的儿童,这种干预并不能改善他们的身体活动水平和久坐时间:一项交叉随机试验。
Child Care Health Dev. 2016 Mar;42(2):253-60. doi: 10.1111/cch.12305. Epub 2015 Dec 9.

引用本文的文献

1
Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber.青少年在活跃虚拟现实游戏中的身体活动与乐趣:《大猩猩标签》和《节奏光剑》的比较分析
JMIR Serious Games. 2025 Apr 1;13:e66593. doi: 10.2196/66593.
2
The Optimal Cut-Off Point of Physical Activity for the Prevention of Childhood Overweight and Obesity.预防儿童超重和肥胖的身体活动最佳切点
Children (Basel). 2024 May 9;11(5):569. doi: 10.3390/children11050569.
3
Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis.针对身体活动行为的积极视频游戏干预措施:系统评价和荟萃分析。
J Med Internet Res. 2023 May 16;25:e45243. doi: 10.2196/45243.

本文引用的文献

1
Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender.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。
Int J Environ Res Public Health. 2020 Sep 15;17(18):6714. doi: 10.3390/ijerph17186714.
2
Motivation for Physical Activity among U.S. Adolescents: A Self-Determination Theory Perspective.美国青少年体育活动的动机:自我决定理论视角。
Ann Behav Med. 2021 Mar 16;55(2):133-143. doi: 10.1093/abm/kaaa037.
3
Active Videogames to Promote Traditional Active Play: Increasing the Reinforcing Value of Active Play Among Low-Active Children.利用电子互动游戏促进传统主动式游戏:提高低活动量儿童主动式游戏的强化价值。
Games Health J. 2019 Dec 3. doi: 10.1089/g4h.2019.0040.
4
Effects of active video games on children and adolescents: A systematic review with meta-analysis.积极视频游戏对儿童和青少年的影响:系统评价与荟萃分析。
Scand J Med Sci Sports. 2020 Jan;30(1):4-12. doi: 10.1111/sms.13539. Epub 2019 Sep 18.
5
Exploring Energy Expenditure and Body Movement of Exergaming in Children of Different Weight Status.探究不同体重状况儿童在运动游戏中的能量消耗和身体活动情况。
Pediatr Exerc Sci. 2019 Nov 1;31(4):438-447. doi: 10.1123/pes.2019-0006. Epub 2019 Aug 8.
6
Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies.积极的视频游戏对儿童和青少年体重指数的影响:系统评价和荟萃分析评估初级研究的质量。
Int J Environ Res Public Health. 2019 Jul 8;16(13):2424. doi: 10.3390/ijerph16132424.
7
Inducing incentive sensitization of exercise reinforcement among adults who do not regularly exercise-A randomized controlled trial.诱导不经常锻炼的成年人对运动奖励产生敏感化作用——一项随机对照试验。
PLoS One. 2019 May 7;14(5):e0216355. doi: 10.1371/journal.pone.0216355. eCollection 2019.
8
Comparison of College Students' Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise.大学生在电子游戏运动和传统运动期间的能量消耗、身体活动及愉悦感比较
J Clin Med. 2018 Nov 10;7(11):433. doi: 10.3390/jcm7110433.
9
Not all sedentary behaviour is equal: Children's adiposity and sedentary behaviour volumes, patterns and types.并非所有久坐行为都一样:儿童肥胖和久坐行为量、模式和类型。
Obes Res Clin Pract. 2018 Nov-Dec;12(6):506-512. doi: 10.1016/j.orcp.2018.09.001. Epub 2018 Sep 15.
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.

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.

DOI:10.1371/journal.pone.0269057
PMID:35700210
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9197033/
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。