Physical activity levels during a 6-week, school-based, active videogaming intervention using the gamercize power stepper in British children

M. Duncan, S. Birch, L. Woodfield, J. Hankey
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引用次数: 20

Abstract

Introduction: Active video games have been purported to offer an alternative means by which children can be physically active but few data have examined this issue in ecologically valid settings. This study sought to assess physical activity levels during active videogame play and compare this to ‘free play’ associated with recess activity in a sample of British primary school children. Methods: Forty children (ages 10-11, 20 boys, 20 girls) from central England were randomly selected to participate in a 6 week, lunchbreak based, active video gaming intervention (n=20) or act as controls (n=20). Repeated measures analysis of covariance (controlling for body mass index) was used to examine any differences in physical activity, determined by pedometry and heart rate monitoring. Results: Children in the intervention accumulated significantly greater steps/min than controls during the first week of the intervention. The steps/min values were not significantly different at the mid point or during the last week of the assessment period. Irrespective of time point, children engaging in active video game play spent a lesser percentage of time engaged in MVPA than controls undertaking ‘traditional’ recess activity. Conclusion: Active video game physical activity using the Gamercize power stepper appears to be similar to physical activity levels during traditional school lunchbreak over a 6 week period. Active videogaming may therefore provide an alternative means to engage children in physical activity in the school setting.
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以英国儿童为研究对象,以学校为基础,积极参与电子游戏干预6周期间的身体活动水平
导读:积极的电子游戏被认为是儿童身体活动的另一种方式,但很少有数据在生态有效的环境中研究这个问题。这项研究旨在评估积极玩电子游戏时的身体活动水平,并将其与英国小学生在课间活动时的“自由玩耍”进行比较。方法:从英格兰中部随机选择40名儿童(10-11岁,20名男孩,20名女孩)参加为期6周的午餐时间积极视频游戏干预(n=20)或作为对照组(n=20)。重复测量协方差分析(控制体重指数)用于检查身体活动的任何差异,由计步器和心率监测确定。结果:干预组儿童在干预第一周内的步数/分钟累积量明显高于对照组。步数/分钟值在中点和评估期最后一周无显著差异。无论时间点如何,参与电子游戏的儿童在MVPA上花费的时间比参与“传统”课间活动的儿童要少。结论:在为期6周的时间里,使用Gamercize能量踏步器进行的积极电子游戏体力活动似乎与传统学校午餐时间的体力活动水平相似。因此,积极的视频游戏可能为孩子们在学校环境中参与体育活动提供了另一种方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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