...
首页> 外文期刊>Medicine and science in sports and exercise >Energy expenditure and enjoyment during video game play: differences by game type.
【24h】

Energy expenditure and enjoyment during video game play: differences by game type.

机译:视频游戏过程中的能量消耗和娱乐:游戏类型的差异。

获取原文
获取原文并翻译 | 示例
   

获取外文期刊封面封底 >>

       

摘要

PURPOSE: Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). METHODS: Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). RESULTS: All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean +/- SD = 3.10 +/- 0.89 METs) and 298% (2.91 +/- 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 +/- 0.28 METs) and shooter games (23%, 0.91 +/- 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). CONCLUSIONS: Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.
机译:目的:玩体育活动视频游戏可能是增加体育活动和/或减少久坐行为的一种方式,但游戏并非普遍活跃或令人愉快。主动游戏可能与传统游戏在重要属性上有所不同,这可能会影响游戏的频率和强度。这项研究的目的是调查四种游戏类型在能量消耗和娱乐上的差异:射击游戏(与传统控制器玩),乐队模拟(吉他或鼓控制器),舞蹈模拟(舞垫控制器)和健身(平衡板控制器) )。方法:在100例18-35岁的年轻人(50名女性)中,进行了10场比赛的能量消耗(METs)和娱乐程度。结果:除射击游戏外的所有游戏均显着增加了休息时的能量消耗(P <0.001)。健身和舞蹈比赛使能量消耗增加了322%(平均+/- SD = 3.10 +/- 0.89 METs)和298%(2.91 +/- 0.87 METs),高于乐队模拟产生的能量消耗(73%,1.28) +/- 0.28 METs)和射击游戏(23%,0.91 +/- 0.16 METs)。但是,乐队模拟游戏的娱乐性高于其他类型的游戏(P <0.001)。在两种最活跃的游戏类型中,经体重校正的能量消耗在正常体重中比在超重参与者中更大(P <0.001)。结论:主动视频游戏可以显着增加屏幕播放时间的能量消耗,但是这些游戏比其他久坐不动的游戏不那么有趣,这表明它们随着时间的推移播放的可能性较小。不太活跃但更有趣的视频游戏可能是减少久坐行为的一种有前途的方法。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号