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首页> 外文期刊>Pediatrics: Official Publication of the American Academy of Pediatrics >Playing active video games increases energy expenditure in children.
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Playing active video games increases energy expenditure in children.

机译:玩电子游戏会增加儿童的能量消耗。

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OBJECTIVE: To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. METHODS: Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. RESULTS: Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. CONCLUSIONS: Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.
机译:目的:比较玩体育游戏,舞蹈跳舞革命(DDR)和任天堂的Wii Sports与跑步机行走有关的儿童的能量消耗率。方法:测量了14名男孩和9名女孩(年龄10-13岁; BMI在年龄和性别上为3-98%)在休息时看电视,在2点玩DDR时的能量消耗,心率,步速和感知的劳累技能水平,打Wii保龄球和拳击以及以2.6、4.2和5.7 km / h的速度行走。在休息和比赛后立即测量动脉弹性。结果:与看电视相比,游戏或步行时的能源消耗增加了2到3倍。同样,玩Wii拳击,DDR 2级游戏或以5.7 km / h的速度行走,会导致较高的能量消耗,心率和感知的劳累率。尽管活动之间的步速有所不同,但还是发生了这种情况,这反映出Wii游戏(最低步速)比步行(最高步速)或DDR游戏时上身的使用更多。与看电视相比,Wii保龄球和初学者级别的DDR导致能量消耗增加了2倍。 DDR和Wii之后,大动脉弹性立即下降。该变化与活动期间获得的高于休息的能量消耗的增加成反比。结论:主动视频游戏过程中的能量消耗可与中等强度的步行相媲美。因此,对于花费大量时间玩电子屏幕游戏进行娱乐的孩子来说,体育锻炼游戏似乎是增加能量消耗的安全,有趣且有价值的手段。

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