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Energy expenditure in adolescents playing new generation computer games.

机译:青少年玩新一代计算机游戏的能源消耗。

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OBJECTIVE: To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. DESIGN: Cross sectional comparison of four computer games. Setting Research laboratories. PARTICIPANTS: Six boys and five girls aged 13-15 years. PROCEDURE: Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). MAIN OUTCOME MEASURE: Predicted energy expenditure, compared using repeated measures analysis of variance. RESULTS: Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (P0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kl/kg/min greater when playing active rather than sedentary games. CONCLUSIONS: Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.
机译:目的:比较青少年在玩久坐和新一代有源计算机游戏时的能量消耗。设计:四种计算机游戏的横截面比较。设置研究实验室。参加者:年龄在13至15岁之间的6名男孩和5名女孩。程序:参与者安装了经验证可预测能量消耗的监测装置。他们分别玩了15分钟的四场电脑游戏。其中一款游戏是久坐的(XBOX 360),另外三款游戏是活跃的(Wii Sports)。主要观察指标:预测的能源消耗,使用方差的重复测量分析进行比较。结果:进行Wii体育保龄球(190.6(22.2)千升/公斤/分钟),网球(202.5(31.5)千升/公斤/分钟)和拳击(198.1(33.9)千升/公斤)时的平均(标准差)预测的能量消耗/ min)明显大于久坐游戏时(125.5(13.7)kl / kg / min)(P <0.001)。当玩主动游戏而不是久坐的游戏时,预计的能量消耗至少增加65.1(95%置信区间47.3至82.9)kl / kg / min。结论:玩新一代活跃的电脑游戏比玩久坐的电脑游戏消耗更多的能量,但没有玩这项运动本身那么多的能量。进行积极的Wii体育游戏时使用的能量强度不够高,无法为儿童建议的每日运动量做出贡献。

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