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首页> 外文期刊>Archives of Physical Medicine and Rehabilitation >Activity and energy expenditure in older people playing active video Games
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Activity and energy expenditure in older people playing active video Games

机译:玩电子游戏的老年人的活动和能量消耗

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Taylor LM, Maddison R, Pfaeffli LA, Rawstorn JC, Gant N, Kerse NM. Activity and energy expenditure in older people playing active video games. Objectives: To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. Design: Cross-sectional study. Setting: University research center. Participants: Community-dwelling adults (N=19) aged 70.7±6.4 years. Intervention: Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. Main Outcome Measures: Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). Results: Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. Conclusions: Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population.
机译:泰勒(Taylor)LM,麦迪逊(Madison)R,普法夫利(Pfaeffli)洛杉矶,罗斯托恩(Rawstorn JC),甘特(Nant),新斯科舍(N.玩电子游戏的老年人的活动和能量消耗。目标:量化站立和坐着时玩互动视频游戏的老年人的能量消耗,其次,确定参与者的平衡状况是否影响与主动视频游戏相关的能量成本。设计:横断面研究。地点:大学研究中心。参加者:社区居民(N = 19),年龄70.7±6.4岁。干预:参与者随机播放9场活跃的视频游戏,每场5分钟。坐位和站位均进行了两场比赛(拳击和保龄球)。主要结果指标:在休息时和比赛中使用间接量热法评估能量消耗。能量消耗以每分钟千焦耳和代谢当量(METs)表示。使用mini-BESTest,活动特定的平衡置信度量表和Timed Up and Go(TUG)评估平衡。结果:与休息(所有P≤.01)相比,所有比赛条件下的均值±SD能量消耗显着更大,范围为1.46±.41 METs至2.97±1.16 METs。站立和坐着进行的同等游戏之间,能量消耗,活动计数或感知的劳累力没有显着差异。在能量消耗或活动计数与平衡状态之间未观察到显着相关性。结论:主动视频游戏可以为居住在社区中的老年人提供轻度运动,无论他们是坐着还是站着玩。无法站立的人可能会从坐在座位上玩的活动视频游戏中获得同等的收益。需要进一步研究以确定持续使用主动视频游戏是否会改变该人群在社区环境中的身体活动水平。

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