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The effect of a peer on VO2 and game choice in 6–10 year old children

机译:同伴对6-10岁儿童VO2和游戏选择的影响

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摘要

Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing the “exergame” (Wii) more motivating than the sedentary video game (Playstation 2) when with a peer. Seventeen children (age 8.5 ± 0.4 years) rested, played the sedentary video game and “exergame” for 10 min each, in two conditions: one in which the children rested/played the games alone (alone condition) and another in which they played with a peer (peer condition). Oxygen consumption (VO2), and liking (visual analog scale) was assessed for each 10-min condition. After three 10-min resting/gaming conditions, motivation was assessed using a relative reinforcing value task in which children performed computer mouse presses to gain additional access for either the sedentary video game or “exergame.” VO2 was greater (p < 0.001) during “exergame” play (mean = 12.17 ± 4.1 ml·kg−1·min−1) vs. rest (mean = 5.14 ± 1.46 ml·kg−1·min−1) and the sedentary video game (mean = 5.83 ± 2.1 ml·kg−1·min−1). During the peer condition, there were no significant differences (p > 0.05) in VO2 relative to the alone condition. In an exploratory analysis boys exhibited a greater (p = 0.02) increase in VO2 from rest to “exergame” (Δ 9.0 ± 3.7 ml·kg−1·min−1), relative to girls (Δ 4.9 ± 2.9 ml·kg−1·min−1). Boys showed a significantly greater increase (p = 0.05) in VO2 from the resting condition to “exergame” in the presence of a peer (Δ 11.1 ± 5.3 ml·kg−1·min−1) vs. the alone condition (Δ 6.8 ± 3.1 ml·kg−1 ·min−1). Liking was significantly (p < 0.001) greater for “exergame” (7.7 ± 1.9 cm) and the sedentary video game (8.3 ± 1.3 cm) relative to rest (4.0 ± 2.8 cm). Motivation for “exergame” significantly decreased (p = 0.03) from alone (340.8 ± 106.8 presses) to the peer condition (147.8 ± 81.6 presses).>Conclusion: VO2 was greater during “exergame” play relative to the sedentary video game. The presence of a peer did not increase VO2 during “exergame” play. Surprisingly, the presence of a peer decreased children's motivation to play “exergame” vs. the sedentary video game.
机译:相对于久坐的视频游戏(例如Playstation2®),玩体力活动的视频游戏(例如Nintendo Wii SportsBoxing®)会显着增加儿童的卡路里消耗。研究表明,同伴的存在会增加儿童的体育活动。我们试图确定与同伴一起玩时久坐的视频游戏(Playstation 2)相比,儿童是否会花费更多的精力并发现玩“ exergame”(Wii)更有动力。十七名儿童(年龄8.5±0.4岁)休息,在两种情况下分别玩久坐的视频游戏和“ exergame”游戏,玩时分别为10分钟:一种情况是儿童独自休息/玩游戏(一种情况),另一种情况是他们玩与同伴(同伴条件)。对于每种10分钟的状况,都要评估耗氧量(VO2)和喜欢度(视觉模拟量表)。在三个10分钟的休息/游戏条件之后,使用相对增强价值任务评估了动机,在该任务中,孩子们进行了计算机鼠标按压操作,从而获得了久坐的视频游戏或“ exergame”的更多访问权限。与“休息”(平均值= 5.14)相比,“游戏”玩法期间的VO2更大(p <0.001)(平均值= 12.17±4.1 ml·kg -1 ·min -1 ) ±1.46 ml·kg −1 ·min -1 )和久坐的视频游戏(平均值= 5.83±2.1 ml·kg -1 · min -1 )。在同伴条件下,VO2与单独条件相比无显着差异(p> 0.05)。在一项探索性分析中,男孩表现出从休息到“运动前”的VO2增长幅度更大(p = 0.02)(Δ9.0±3.7 ml·kg -1 ·min -1 ),相对于女孩(Δ4.9±2.9 ml·kg -1 ·min -1 )。在同伴的陪伴下,男孩表现出从静息状态到“运动状态”时VO2的明显增加(p = 0.05)(Δ11.1±5.3 ml·kg -1 ·min - 1 )相对于单独条件(Δ6.8±3.1 ml·kg -1 ·min -1 )。相对于休息时间(4.0±2.8 cm),“运动游戏”(7.7±1.9 cm)和久坐的视频游戏(8.3±1.3 cm)的喜好度高(p <0.001)。从“单独游戏”(340.8±106.8次按压)到同伴状态(“ 147.8±81.6次按压”),“ exergame”的动机显着降低(p = 0.03)。>结论:“ exergame”游戏中的VO2相对于久坐的视频游戏。在“游戏”玩法中,同伴的存在并没有增加VO2。令人惊讶的是,与久坐的视频游戏相比,同伴的存在降低了孩子玩“游戏”的动机。

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