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首页> 外文期刊>Journal of American college health: J of ACH >Energy expenditure during physically interactive video game playing in male college students with different playing experience.
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Energy expenditure during physically interactive video game playing in male college students with different playing experience.

机译:具有不同玩耍经验的男性大学生在进行物理互动视频游戏时的能量消耗。

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摘要

OBJECTIVE: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. PARTICIPANTS AND METHODS: Nineteen male college students -- 12 experienced Dance Dance Revolution (DDR) players and 7 inexperienced players -- completed maximal oxygen uptake assessments and a 30-minute DDR gaming session. The authors recorded heart rate (HR), rating of perceived exertion (RPE), respiratory exchange rate (RER), oxygen consumption (VO2), and total steps (TS30). RESULTS: Experienced participants showed higher exercise HR, RPE, RER, VO2, total and relative energy expenditure, exercise intensity, TS30, and average steps per minute, and less time and steps to expend 150 kilocalories (p < .05). CONCLUSIONS: Participants with greater playing experience can work at higher intensities, promoting greater energy expenditure.
机译:目的:研究人员尚未探索物理互动视频游戏对能量消耗的影响,尽管它有可能满足目前的最低限度日常活动和能量消耗建议。参与者和方法:19名男大学生-12名经验丰富的舞者革命(DDR)选手和7名缺乏经验的选手-完成了最大的摄氧量评估,并进行了30分钟的DDR游戏。作者记录了心率(HR),感知劳累程度(RPE),呼吸交换率(RER),耗氧量(VO2)和总步幅(TS30)。结果:有经验的参与者显示出较高的运动HR,RPE,RER,VO2,总和相对能量消耗,运动强度,TS30和每分钟平均步数,而消耗150卡路里的时间和步数更少(p <.05)。结论:具有更好游戏经验的参与者可以在更高的强度下工作,从而促进更多的能量消耗。

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