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Energy Expenditure and Intensity of Active Video Games in Children and Adolescents
Authors:Karina L R Canabrava  Fernanda R Faria  Jorge R P de Lima  Dartagnan P Guedes  Paulo R S Amorim
Institution:1. Federal University of Vi?osakarinacanabrava@yahoo.com.br;3. Federal University of Vi?osa;4. Federal University of Juiz de Fora;5. Northern Parana University
Abstract:Purpose: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Method: Seventy-two boys and girls (aged 8–13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr walks, and during active games (Adventure, Boxing I, Boxing II, and Dance). During walking and active games, we also assessed physical activity using an accelerometer. Results: The energy expenditure of the active games Adventure, Boxing I, Boxing II, and Dance was similar to that of treadmill walking at 5 km/hr in boys and girls. Heart rate was significantly higher for the game Adventure compared with walking at 3 km/hr, 4 km/hr, and 5 km/hr and the game Dance in both genders. The heart rate of girls during the games Adventure and Dance was significantly higher compared with boys. There was a statistically significant difference (< .05, with an effect size ranging from 0.40 to 3.54) in the counts·min?1, measured through accelerometry, between activities. Conclusion: XBOX 360 Kinect games provide energy expenditure and physical activity of moderate intensity for both genders. The use of active video games can be an interesting alternative to increase physical activity levels.
Keywords:Accelerometry  physical activity  sedentary behavior
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