Active Video Games and Energy Expenditure in Overweight Children.

International journal of fitness Pub Date : 2008-07-01
Bryan L Haddock, Andrea M Brandt, Shannon R Siegel, Linda D Wilkin, Joung-Kyue Han
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Abstract

The prevalence of overweight in children has increased significantly in recent years. Frequent television viewing and the playing of video games have often been linked to the high prevalence of overweight. The purpose of this study was to determine if overweight children, given access to active video games, will play them at an intensity that will significantly increase energy expenditure. Twenty-three children, classified as "at risk for overweight" or "overweight," participated in this study. After a 10-minute baseline period in which the children watched a cartoon, the participants played the Jackie Chan Fitness Studio® (Xavix, Hong Kong) games for 30 minutes while rotating through the games as desired and resting whenever needed. Energy expenditure significantly increased from a mean at baseline of 1.15 ± 0.32 kcal/min to 4.08±1.18 kcal/min during the 30-minutes that the participants were given access to the games (p <.001). The total energy expenditure during the 30-minute time frame was 122.30 ± 35.40 kcal. The energy expenditure varied between individuals, with a low value of 75.00 kcal to a high of 205.86 kcal. Although a modest level of energy expenditure, this level of exertion could contribute to an overall weight control program in children.

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活跃的电子游戏与超重儿童的能量消耗
近年来,儿童超重率大幅上升。经常看电视和玩电子游戏往往与超重率高有关。本研究的目的是确定超重儿童在接触活跃的电子游戏后,是否会以显著增加能量消耗的强度玩游戏。23 名被归类为 "有可能超重 "或 "超重 "的儿童参加了这项研究。在经过 10 分钟观看动画片的基线期后,参与者开始玩成龙健身工作室®(Xavix,香港)游戏,时间为 30 分钟,同时根据需要轮流玩游戏,并随时休息。在参加者玩游戏的 30 分钟内,能量消耗从基线时的平均 1.15±0.32 千卡/分钟大幅增加到 4.08±1.18 千卡/分钟(p
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Active Video Games and Energy Expenditure in Overweight Children. Increasing fitness is associated with fewer depressive symptoms during successful smoking abstinence among women.
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