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青少年压力、焦虑和认知表现的对抗性引导 YouTube 拳击:一项初步随机对照试验。

Versus Guided YouTube Boxing for Stress, Anxiety, and Cognitive Performance in Adolescents: A Pilot Randomized Controlled Trial.

机构信息

Ossining High School, Ossining, New York, USA.

Physical Therapy Department, Steinhardt School of Culture Education and Human Development, New York University, New York City, New York, USA.

出版信息

Games Health J. 2023 Jun;12(3):259-268. doi: 10.1089/g4h.2022.0202. Epub 2023 Feb 6.

DOI:10.1089/g4h.2022.0202
PMID:36745402
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10254970/
Abstract

Adolescents frequently experience high levels of anxiety and stress, which can impede quality of life and academic performance. Boxing as a form of exercise has been shown to have mental health benefits in adults. This study investigated the impact of boxing exercise with a virtual reality (VR) game vs. with a guided video on anxiety, stress, and executive function in adolescents. Participants were randomly assigned to 1 of 3 cohorts: Oculus Rift game (n = 14), boxing with a guided workout video (n = 14), or a non-intervention control (n = 14). The and guided video groups participated in 10-minute exercise sessions, 5 times a week for 3 weeks. The groups were comparable at baseline on all outcomes. Only participants exhibited a significant ( < 0.001) reduction in stress and significant improvements on the Trail Making Test (TMT) B at weekly checkpoints and follow up. All cohorts showed improvements in executive function on the TMT A. At the end of the study, the group reported significantly lower stress levels than the guided video group, and significantly better TMT A & B scores than the control group. Only the control group showed a significant reduction in anxiety but the groups were not significantly different in anxiety at the end of the study. The group reported significantly greater enjoyment after each exercise session than the guided video group. was shown to be effective in reducing adolescent stress and improving executive function over a three-week period. While larger studies with real-life functional outcomes are necessary, boxing with an immersive VR game represents a potential non-pharmaceutical mode to reduce stress in adolescents that is easy to implement in school settings.

摘要

青少年经常经历高水平的焦虑和压力,这会影响他们的生活质量和学业成绩。拳击作为一种运动形式,已被证明对成年人的心理健康有益。本研究调查了拳击运动与虚拟现实 (VR) 游戏相比与指导视频对青少年焦虑、压力和执行功能的影响。参与者被随机分配到 3 个组之一:Oculus Rift 游戏组(n=14)、拳击与指导锻炼视频组(n=14)或非干预对照组(n=14)。和指导视频组参加了 10 分钟的锻炼课程,每周 5 次,持续 3 周。所有组在基线时在所有结果上都具有可比性。只有 组在每周检查点和随访时表现出压力显著降低(<0.001),且 Trail Making Test(TMT)B 显著改善。所有队列在 TMT A 上的执行功能都有所提高。在研究结束时,与指导视频组相比, 组报告的压力水平显著降低,TMT A 和 B 的得分明显高于对照组。只有对照组的焦虑显著降低,但在研究结束时,两组的焦虑水平没有显著差异。与指导视频组相比, 组报告在每次锻炼后都明显更享受。在三周的时间内, 被证明能有效降低青少年的压力并改善执行功能。虽然需要进行更大规模的研究以获得实际的功能结果,但在学校环境中,使用沉浸式 VR 游戏进行拳击运动可能是一种减轻青少年压力的非药物模式。

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