Energy expended playing video console games: An opportunity to increase children's physical activity?

Energy expended playing video console games: An opportunity to increase children's physical activity?
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DOI:
10.1123/pes.19.3.334
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发表时间:
2007-08-01
影响因子:
1.8
通讯作者:
Rodgers, Anthony
Rodgers, Anthony
中科院分区:
医学4区
文献类型:
--
作者:
Maddison, Ralph;Mhurchu, Cliona Ni;Rodgers, Anthony

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本研究旨在量化21名10-14岁儿童玩“新一代”主动和非主动基于游戏机的视频游戏时的能量消耗和身体活动。在儿童玩非主动和主动控制台视频游戏时,持续评估来自耗氧量(VO 2)的能量消耗(kcal)。使用Actigraph加速度计连续评估身体活动。当玩活动控制台视频游戏时,发现能量消耗(129-400%),心率(43-84%)和活动计数(122- 1,288 vs 0-23)较基线显著增加(p <0.001)。在短时间内玩主动控制台视频游戏的强度与轻到中度的传统体育活动(如步行,跳绳和慢跑)相似。
This study sought to quantify the energy expenditure and physical activity associated with playing the "new generation" active and nonactive console-based video games in 21 children ages 10-14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Signiticant (p < .001) increases from baseline were found for energy expenditure (129-400%), heart rate (43-84%), and activity counts (122-1,288 versus 0-23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.