Physiologic responses and energy expenditure of kinect active video game play in schoolchildren.

Stephen R Smallwood, Michael M Morris, Stephen J Fallows, John P Buckley
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引用次数: 90

Abstract

Objective: To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360.

Design: Comparison study.

Setting: Kirkby Sports College Centre for Learning, Liverpool, England.

Participants: Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years.

Main exposure: A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer.

Main outcome measures: Heart rate, oxygen uptake, and energy expenditure.

Results: Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min-1 · kg-1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min-1, respectively.

Conclusions: Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h-1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.

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学童玩kinect主动电子游戏的生理反应及能量消耗。
目的:评价Xbox 360 Kinect主动视频游戏的生理反应和能量消耗。设计:比较研究。地点:英格兰利物浦柯克比体育学院学习中心。参加者:18名11至15岁的学童(10男8女)。主要研究内容:将一款传统的久坐视频游戏与两款促进Kinect活动的视频游戏《Dance Central》和《Kinect Sports Boxing》进行比较,这两款游戏各玩15分钟。使用代谢分析仪测量生理反应和能量消耗。主要结局指标:心率、摄氧量和能量消耗。结果:与休息和久坐的视频游戏相比,在促进活动的视频游戏中,心率、摄氧量和能量消耗明显更高(P < 0.05)。久坐、跳舞和拳击视频游戏的平均(SD)相应摄氧量值分别为6.1(1.3)、12.8(3.3)和17.7 (5.1)mL·min-1·kg-1。能量消耗分别为1.5(0.3)、3.0(1.0)和4.4(1.6)千卡·分钟-1。结论:《Dance Central》和《Kinect Sports Boxing》分别增加了150%和263%的能量消耗,高于静息值,比传统视频游戏分别高出103%和194%。这相当于与传统的久坐视频游戏相比,增加了高达172千卡·h-1的能量消耗。经常使用Xbox 360的Kinect积极地玩游戏,可以证明是增加儿童体力活动和能量消耗的有效手段。
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