Cardiovascular and affective outcomes of active gaming: using the nintendo wii as a cardiovascular training tool.

Cardiovascular and affective outcomes of active gaming: using the nintendo wii as a cardiovascular training tool.
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DOI:
10.1519/jsc.0b013e31829999c3
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发表时间:
2014-02
影响因子:
3.2
通讯作者:
Wikstrom EA
Wikstrom EA
中科院分区:
医学2区
文献类型:
--
作者:
Naugle KE;Naugle KM;Wikstrom EA

文献摘要

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Naugle,KE,Naugle,KM和Wikstrom,EA。积极游戏的心血管和情感结果:使用任天堂Wii作为心血管训练工具。J Strength Cond Res 28(2):443-451,2014-主动视频游戏据称会产生与有氧健身活动类似的心血管反应。这项研究比较了Wii游戏与传统运动对不同运动背景的大学年龄成人的情绪和心血管影响。具体来说,心率储备的百分比,感知运动率(RPE),享受水平,积极和消极的情感量表得分之间的受试者谁报告经常在高强度运动进行了比较(高强度锻炼者组:年龄= 20.18岁[0.87];身高= 165.23 cm [9.97];体重= 62.37 kg [11.61]),N = 11,(低强度锻炼者组:年龄= 20.72岁[1.19];身高= 164.39 cm [8.05];体重= 68.04 kg [10.71]),N = 11。受试者完成了六个20分钟的锻炼课程:跑步机步行,固定自行车,以及Wii的网球,拳击,自行车和台阶。低强度锻炼组在传统锻炼中的心率储备百分比高于Wii拳击组,(B)Wii拳击组高于Wii网球组,(c)Wii拳击组高于高强度锻炼组(p < 0.05)。拳击和自行车运动员的RPE高于网球和台阶运动员(p < 0.05)。拳击和网球运动的快乐程度和积极情绪的增加程度高于传统运动(p < 0.05)。结果表明,Wii拳击作为Wii游戏中的心血管健身工具显示出最大的潜力,特别是对于那些通常以较低强度运动的人。
Naugle, KE, Naugle, KM, and Wikstrom, EA. Cardiovascular and affective outcomes of active gaming: Using the Nintendo Wii as a cardiovascular training tool. J Strength Cond Res 28(2): 443–451, 2014–Active-video gaming is purported to produce similar cardiovascular responses as aerobic fitness activities. This study compared the emotional and cardiovascular effects of Wii games with those of traditional exercise in college-aged adults with different exercise backgrounds. Specifically, the percentage of heart rate reserve, rate of perceived exertion (RPE), level of enjoyment, and Positive and Negative Affect Schedule scores were compared between subjects who reported exercising frequently at high intensities (high-intensity exerciser group: age = 20.18 years [0.87]; Height = 165.23 cm [9.97]; Mass = 62.37 kg [11.61]), N = 11 and those who exercise more often at lower intensities (low-intensity exercisers group: age = 20.72 years [1.19]; Height = 164.39 cm [8.05]; Mass = 68.04 kg [10.71]), N = 11. The subjects completed six 20-minute exercises sessions: treadmill walking, stationary cycling, and Wii's Tennis, Boxing, Cycling, and Step. The low-intensity exerciser group achieved a greater percentage of heart rate reserve (a) during traditional exercise compared with that during Wii boxing, (b) playing Wii boxing compared with that for Wii tennis, and (c) playing Wii boxing compared with that when the high-intensity exercisers group played any Wii games (p < 0.05). The RPE was greater for boxing and cycling compared with that for tennis and step (p < 0.05). Ratings of enjoyment and the increase in positive emotion were greater for boxing and for tennis compared with those for traditional exercises (p < 0.05). Results suggest that Wii boxing shows the greatest potential as a cardiovascular fitness tool among the Wii games, particularly for individuals who typically exercise at lower intensities.