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Associations between active video gaming and other energy-balance related behaviours in adolescents: a 24-hour recall diary study

机译:活跃的视频游戏与青少年中其他与能量平衡相关的行为之间的关联:24小时回忆日记研究

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Background Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associated with a higher energy intake. The current study therefore examines the association between active video gaming and other energy-balance-related behaviours (EBRBs). Findings Adolescents (12–16 years) with access to an active video game and who reported to spend at least one hour per week in active video gaming were invited to participate in the study. They were asked to complete electronic 24-hour recall diaries on five randomly assigned weekdays and two randomly assigned weekend-days in a one-month period, reporting on time spent playing active and non-active video games and on other EBRBs. Findings indicated that adolescents who reported playing active video games on assessed days also reported spending more time playing non-active video games (Median?=?23.6, IQR?=?56.8 minutes per week) compared to adolescents who did not report playing active video games on assessed days (Median?=?10.0, IQR?=?51.3 minutes per week, P?
机译:背景技术活跃的视频游戏可能有助于减少久坐的时间,增加体育锻炼并防止青少年体重增加。但是,主动视频游戏只能代替久坐的活动而不是其他体育活动,并且与高能量摄入无关时,才对体重管理有益。因此,当前的研究检查了主动视频游戏与其他能量平衡相关行为(EBRB)之间的关联。可以参加活动视频游戏的青少年(12至16岁),据报告每周在活动视频游戏上花费至少一小时,他们被邀请参加研究。他们被要求在一个月内的五个随机指定的工作日和两个随机指定的周末的工作日完成24小时电子回忆日记,报告玩活跃和不活跃视频游戏以及其他EBRB所花费的时间。结果表明,与未报告玩活动视频的青少年相比,在评估日报告玩活动视频游戏的青少年还报告花费更多的时间在玩非活动视频游戏上(中位数== 23.6,IQR == 56.8分钟每周)。在评估日进行游戏(中位数== 10.0,IQR =每周51.3分钟,P <0.001)(Mann Whitney检验)。在其他EBRB中,这些组之间没有差异。在评估日玩过活跃视频游戏的人中,活跃视频游戏时间与电视/ DVD时间和零食消费呈正相关关系,而与之的相关性较弱。活跃的视频游戏时间与其他活动和含糖饮料的摄入量没有显着相关。结论结果表明,青少年在玩活动视频游戏上花费的时间不可能取代在其他体育活动或久坐活动中花费的时间。花更多的时间玩活跃的视频游戏似乎与零食的摄入量小幅增加有关。这表明旨在增加在主动视频游戏上花费时间的干预措施可能会产生意想不到的副作用,因此应谨慎行事。

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