Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type
复制标题

DOI:
10.1249/mss.0b013e318216ebf3
复制
发表时间:
2011-10-01
期刊:
MEDICINE AND SCIENCE IN SPORTS AND EXERCISE
影响因子:
--
通讯作者:
Kalyararaman, Sriram
Kalyararaman, Sriram
中科院分区:
其他
文献类型:
--
作者:
Lyons, Elizabeth J.;Tate, Deborah F.;Kalyararaman, Sriram

文献摘要

被引文献

相似文献

里昂斯,E.J.,D.F.泰特,D.S.沃德,J.M.鲍林,K.M.RIBISL,和S.KALYARARAMAN。玩电子游戏期间的能量消耗和享受:游戏类型的差异。医学。科学。体育锻炼,卷。 43,第 10 期,1987-1993 年,2011 年。目的:玩身体活动视频游戏可能是增加身体活动和/或减少久坐行为的一种方式,但游戏并不是普遍活跃或令人愉快的。活跃游戏可能在重要属性上与传统游戏不同,这可能会影响游戏的频率和强度。本研究的目的是调查四种游戏类型在能量消耗和享受方面的差异:射击游戏(使用传统控制器玩)、乐队模拟(吉他或鼓控制器)、舞蹈模拟(舞垫控制器)和健身(平衡板控制器)。方法:测量了 100 名 18-35 岁的年轻人(50 名女性)在 10 场比赛中的能量消耗 (MET) 和享受程度。结果:除射击游戏外,所有游戏均比休息时显着增加能量消耗(P < 0.001)。健身和舞蹈游戏使能量消耗增加了 322%(平均值 +/- SD = 3.10 +/- 0.89 MET)和 298%(2.91 +/- 0.87 MET),高于乐队模拟(73%,1.28 +/- 0.28 MET)和射击游戏(23%,0.91 +/- 0.16 MET)产生的能量消耗。然而,乐队模拟游戏的乐趣高于其他类型(P < 0.001)。在两种最活跃的游戏类型中,正常体重的体重校正能量消耗高于超重参与者(P < 0.001)。结论:活跃的视频游戏可以显着增加屏幕时间消耗的能量,但这些游戏不如其他久坐的游戏那么有趣,这表明随着时间的推移,玩这些游戏的可能性可能会降低。不太活跃但更有趣的视频游戏可能是减少久坐行为的一种有前途的方法。
LYONS, E. J., D. F. TATE, D. S. WARD, J. M. BOWLING, K. M. RIBISL, and S. KALYARARAMAN. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type. Med. Sci. Sports Exerc., Vol. 43, No. 10, pp. 1987-1993, 2011. Purpose: Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods: Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). Results: All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean +/- SD = 3.10 +/- 0.89 METs) and 298% (2.91 +/- 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 +/- 0.28 METs) and shooter games (23%, 0.91 +/- 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Conclusions: Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.