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Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

机译:活跃的视频/街机游戏(锻炼)和大学生的能源支出。

摘要

Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent. A portable metabolic cart and HR monitor were attached to participants to measure baseline and exercise values. Participants could play any of the three games for 30 minutes while metabolic and HR data were collected. Exercise data were compared to baseline measures, and the 3 games were compared for EE. Paired sample t-tests showed baseline and exercise values differed for HR (t(12) = -18.91, p u3c 0.01), and EE (t(12) = -15.62, p u3c 0.01). The boxing game provided the highest VO2 (17.47 ± 4.79 ml·kg·-1min-1). Participants achieved 60% or better of their HR reserve (162.82 ± 10.78 beats·min-1), well within the ACSM guidelines for a training HR. Caloric expenditure during the 30-minute exercise session (226. 07 ± 48.68) is also within the ACSM recommendations for daily physical activity. Thus, interactive video/arcade games that require physical activity to play can be utilized as part of an overall aerobic exercise program.
机译:电子游戏在年轻人中越来越流行。这项初步研究的目的是确定是否需要进行体育锻炼的互动视频/街机游戏是否增加了年轻人的能量消耗(EE)和心率(HR),足以引起训练反应。这项研究有13位年龄在26.6±5.7岁之间的男性和女性参与者。参与者熟悉了设备,并可以进行三场比赛的练习:(1)移动并敲打发光的垫子;(2)骑自行车以增加赛车的速度;(3)对视频模拟对手进行拳击。将便携式代谢推车和心率监测器连接到参与者身上,以测量基线和运动值。在收集代谢和HR数据的同时,参与者可以玩这三个游戏中的任何一个游戏30分钟。将运动数据与基线测量值进行比较,并比较3个游戏的EE。配对样本t检验显示HR(t(12)= -18.91,p u3c 0.01)和EE(t(12)= -15.62,p u3c 0.01)的基线和运动值有所不同。拳击比赛提供了最高的VO2(17.47±4.79ml·kg·-1min-1)。参与者的心率储备达到60%或更高(162.82±10.78 beatsmin-1),完全符合ACSM培训心率准则。在30分钟的锻炼过程中,热量消耗(226. 07±48.68)也在ACSM日常体育锻炼的建议之内。因此,需要进行体育锻炼的交互式视频/街机游戏可以用作整体有氧运动计划的一部分。

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