4.6 Article

Activity-Promoting Video Games and Increased Energy Expenditure

期刊

JOURNAL OF PEDIATRICS
卷 154, 期 6, 页码 819-823

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MOSBY-ELSEVIER
DOI: 10.1016/j.jpeds.2009.01.009

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资金

  1. National Institutes of Health [HD 5001, DK 63226, 66270, M01-RR00585]
  2. Family Medicine Small Grants Program

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Objectives To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games. Study design In this single-group study, 22 healthy children (12 +/- 2 years; 11 male, 11 female) and 20 adults (34 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an. activity-promoting video game (Nintendo Wii Boxing). Physical activity wits measured with accelerometers, and energy expenditure was measured with an indirect calorimeter. Results Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 63 kcal/hr, P < .001, and 148 +/- 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 +/- 5 arbitrary acceleration units and 23 +/- 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii. Conclusion Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults. (J Pediatr 2009;154:819-23)

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