To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Research laboratories. Six boys and five girls aged 13-15 years. 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).Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. 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.
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机译:比较玩久坐和新一代有源计算机游戏时青少年的能量消耗。四种计算机游戏的横截面比较。研究实验室。 6个男孩和5个女孩,年龄在13-15岁之间。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),通过重复测量方差分析比较了预测的能量消耗。进行Wii体育保龄球(190.6(22.2)kJ / kg / min),网球(202.5(31.5)kJ / kg / min)和拳击(198.1(33.9)kJ / kg / min)时的平均(标准差)预测的能量消耗)显着大于久坐游戏时(125.5(13.7)kJ / 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高出65.1(95%置信区间47.3至82.9)kJ / kg / min。与玩久坐的电脑游戏相比,玩新一代的主动型电脑游戏消耗的能量要多得多,但所消耗的能量却不如玩这项运动本身。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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