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首页> 外文期刊>International Journal of Exercise Science >Physiological Responses to Active Video Games Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents
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Physiological Responses to Active Video Games Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents

机译:与佛罗里达儿童和青少年的跑步机散步和电视观察相比,对活动视频游戏的生理反应

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International Journal of Exercise Science 14(7): 519-532, 2021. The purpose of this study was to examine the physiological responses to playing different active video games (AVG), as well as document the activity level exerted during AVG in relation to treadmill walking (TM) and watching television (TV). 20 youth (age 11-17 yr) with obesity were recruited from the Healthy Lifestyle Clinic and underwent testing under six randomized conditions: 1) TM, 2) TV, 3) Fitnexx, 4) river rush (RRH), 5) reflex ridge (RFR), and 6) space pop (SP). RRH, RFR, and SP are active video games for the Xbox 360. Fitnexx is a prototype AVG. Each test lasted approximately ten minutes each with ten minutes between conditions and participants wore a wireless physiological monitor (Zephyr BioHarnessTM3) for all tests. Physical activity was assessed via accelerometer, along with heart rate (HR). Rating of Perceived Exertion (RPE) was also gathered for each condition. Repeated-measures ANOVA examined condition differences. Subjects were age 13.3 ± 2.1 years old with BMI 38.7 ± 7.9 (kg·m·s-2). Fitnexx had the highest activity level (0.63 ± 0.19g ~ jog), while activity levels for TM (0.20 ± 0.04g), RRH (0.29 ± 0.05g), RFR (0.31 ± 0.07g), and SP (0.21 ± 0.05g) were moderate (~walk), Ps 0.05. Fitnexx had the highest HR (157 ± 13 bpm; Ps 0.001), compared to TM (117 ± 18 bpm), RRH (128 ± 19 bpm), RFR (127 ± 18 bpm), and SP (122 ± 17 bpm), which were statistically similar. Rating of Perceived Exertion (RPE) was highest for Fitnexx (5 ± 4 RPE) compared to TM (2 ± 1 RPE) on 0 - 10 scale. TV had lowest activity, HR, and RPE (p 0.04). Given these results, AVG can increase activity levels in youth with obesity and has potential as a therapeutic tool for obese children.
机译:国际运动科学杂志14(7):519-532,2021。本研究的目的是检查播放不同的活动视频游戏(AVG)的生理反应,以及在AVG相关过程中施加的活动水平的文件跑步机走路(TM)和看电视(电视)。患有肥胖的20青年(11-17岁)从健康的生活诊所和六个随机条件下进行的经历测试:1)TM,2)电视,3)FitNexx,4)River Rush(RRH),5)Reflex Ridge (RFR)和6)空间POP(SP)。 RRH,RFR和SP是Xbox 360的活动视频游戏。Fitnexx是一种原型AVG。每个测试在条件和参与者之间持续大约十分钟,并且参与者在所有测试中都会穿着无线生理监测器(Zephyr BioHarneyTM3)。通过加速度计以及心率(HR)评估身体活性。每种情况也会收集感知劳动(RPE)的评级。重复措施ANOVA检查条件差异。受试者年龄为13.3±2.1岁,BMI 38.7±7.9(kg·m·s-2)。 Fitnexx具有最高的活动水平(0.63±0.19g〜慢速),而TM的活动水平(0.20±0.04g),RRH(0.29±0.05g),RFR(0.31±0.07g)和SP(0.21±0.05g) )中等(〜走),ps& 0.05。 Fitnexx具有最高的HR(157±13bpm; PS <0.001),与TM(117±18bpm),RRH(128±19 bpm),RFR(127±18 bpm)和SP(122±17 bpm)相比(122±18 bpm ),在统计上类似。与TM(2±1个RPE)相比,FitNexx(5±4 rpe)在0-10比例下,感知劳动(RPE)的评级最高。电视有最低的活动,HR和RPE(P <0.04)。鉴于这些结果,AVG可以增加青少年的活动水平,肥胖,并具有肥胖儿童的治疗工具。

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