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运动游戏作为青少年真实环境网球训练的有效替代方式。

Exergames as an Effective Alternative to Real Environmental Tennis Training for Adolescents.

作者信息

Flôres Fábio, Silva André, Willig Renata, Reyes Ana, Serpa Joana, Marconcin Priscila, Vieira Fernando, Soares Denise, Casanova Nuno

机构信息

Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal.

Research Center in Sports Performance, Recreation, Innovation and Technology (SPRINT), 4960-320 Melgaco, Portugal.

出版信息

Sports (Basel). 2024 Jun 17;12(6):168. doi: 10.3390/sports12060168.

Abstract

(1) Background: The popularity of motion-sensing computer-based games, like virtual reality (VR) exergames, is increasing among adolescents. However, their efficacy compared to conventional physical training methods remains unclear. This study investigated whether VR exergames produce effects on reaction time (RT) comparable to traditional tennis training in school-aged adolescents. (2) Methods: In total, 130 adolescents (mean age: 15.6 ± 2.0 years; 67 boys: 15.5 ± 2.2 years; 63 girls: 15.7 ± 1.8 years) were recruited in schools and assigned to one of three groups: VR exergame (G1, n = 39), tennis training (G2, n = 25), or control (G3, n = 66). Participants' RTs were evaluated before and after the interventions. G1 engaged in VR exergames for 8 min, G2 underwent traditional tennis training for 30 min, and G3 did not participate in any physical activity. (3) Results: Our results indicated that in G3, girls exhibited slower RTs compared to boys ( < 0.0). No differences were observed in RTs when comparing G1 and G2. (4) Conclusions: Sex appeared to influence RT, with girls showing slower RTs than boys in G3. The findings suggest that VR exergames and traditional tennis training have similar impacts on RT. This indicates the potential of VR exergames as an alternative to conventional physical training for improving RT in adolescents.

摘要

(1)背景:诸如虚拟现实(VR)健身游戏这类基于计算机的运动感应游戏在青少年中越来越受欢迎。然而,与传统体育训练方法相比,它们的功效仍不明确。本研究调查了VR健身游戏对学龄青少年反应时间(RT)的影响是否与传统网球训练相当。(2)方法:总共从学校招募了130名青少年(平均年龄:15.6±2.0岁;67名男孩:15.5±2.2岁;63名女孩:15.7±1.8岁),并将他们分配到三组中的一组:VR健身游戏组(G1,n = 39)、网球训练组(G2,n = 25)或对照组(G3,n = 66)。在干预前后对参与者的反应时间进行评估。G1组进行8分钟的VR健身游戏,G2组接受30分钟的传统网球训练,G3组不参加任何体育活动。(3)结果:我们的结果表明,在G3组中,女孩的反应时间比男孩慢(<0.0)。比较G1组和G2组时,反应时间没有差异。(4)结论:性别似乎会影响反应时间,在G3组中女孩的反应时间比男孩慢。研究结果表明,VR健身游戏和传统网球训练对反应时间有相似的影响。这表明VR健身游戏作为传统体育训练的替代方法,在改善青少年反应时间方面具有潜力。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/24cd/11209055/7652e451ec3c/sports-12-00168-g001.jpg

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