Energy Expenditure While Playing Active and Inactive Video Games

被引:0
作者
Leatherdale, Scott T. [1 ]
Woodruff, Sarah J. [2 ]
Manske, Stephen R. [3 ]
机构
[1] Canc Care Ontario, Dept Populat Studies & Surveillance, Toronto, ON M5G 2L7, Canada
[2] Univ Waterloo, Dept Hlth Studies & Gerontol, Waterloo, ON N2L 3G1, Canada
[3] Univ Waterloo, Ctr Behav Res & Program Evaluat NCIC CCS, Waterloo, ON N2L 3G1, Canada
来源
AMERICAN JOURNAL OF HEALTH BEHAVIOR | 2010年 / 34卷 / 01期
关键词
energy expenditure; physical activity; sedentary behavior; screen time; video games; PHYSICAL-ACTIVITY; OBESITY; ADOLESCENTS; OVERWEIGHT; CHILDREN; YOUTH;
D O I
暂无
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
Purpose: To examine energy expenditure (EE) when playing active and inactive videogames (VG). Methods: Predicted EE was measured among 51 undergraduate students while playing active and inactive VG (Ontario, Canada). Results: Predicted EE was significantly higher playing the active VG compared to the inactive VG according to heart rate monitor (97.4 kcal vs 64.7 kcal) and SenseWear (R) armband (192.4 kcal vs 42.3 kcal) estimates. Conclusion: Active VG may be a viable intervention tool for increasing EE among students who would otherwise be spending time in sedentary screen-based behaviors.
引用
收藏
页码:31 / 35
页数:5
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