Wii Fit U intensity and enjoyment in adults.

Wii Fit U intensity and enjoyment in adults.
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DOI:
10.1186/1756-0500-7-567
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发表时间:
2014-08-26
期刊:
影响因子:
1.8
通讯作者:
Miyachi M
Miyachi M
中科院分区:
其他
文献类型:
--
作者:
Tripette J;Murakami H;Ando T;Kawakami R;Tanaka N;Tanaka S;Miyachi M

文献摘要

相似文献

Wii Fit系列(任天堂公司,日本)提供活动视频游戏(AVGs),帮助成年人保持足够的日常体力活动水平(PA)。第二代家用AVG游戏机现在正在出现新的游戏模式(包括新Wii U中的便携式迷你屏幕)。本研究旨在调查成年人玩Wii Fit U游戏的强度和乐趣。使用代谢室对16名久坐不动的成年人(8名女性和8名男性)的Wii Fit U活动的代谢当量(Met,即强度)进行了评估。每项活动都完成了一份简明版的体力活动享受量表。Wii Fit U活动的分布范围从2.2  ±  0.4Mets(草裙舞)到4.7  ±  1.2(嘻哈舞)。其中7种为轻度PA(3种蛋氨酸),11种为中等强度PA(3种 - 、6种甲硫氨酸)。新的便携式迷你屏幕游戏模式不会导致更高的MET。男性的运动强度比女性高。在女性和男性中,快乐和满足价值之间没有相关性。电子游戏提供了越来越多的中等强度活动,但平均强度(3.2  ±  0.6)仍然较低。用户应该意识到,仅靠AVGs无法满足PA的推荐,视频游戏行业仍需进一步创新,以提高游戏强度,使该工具对健康和健身专业人士更具吸引力。
The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults. Metabolic equivalent (METs, i.e., intensity) of the Wii Fit U activities were evaluated using metabolic chambers in 16 sedentary adults (8 women and 8 men). A short version of the physical activity enjoyment scale was completed for each activity. Wii Fit U activities were distributed over a range from 2.2  ±  0.4 METs (Hula dance) to 4.7  ±  1.2 (Hip-hop dance). Seven activities were classified as light-intensity PA (<3 METs) and 11 activities as moderate-intensity PA (3 – 6 METs). The new portable mini screen game modality does not induce higher METs. Men exercised at higher intensities than women. There was no correlation between enjoyment and MET values in women or men. More and more moderate-intensity activities are available through video gaming, but the average intensity (3.2  ±  0.6) is still low. Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals.