...
首页> 外文期刊>The British Journal of Nutrition >Food intake response to exercise and active video gaming in adolescents: effect of weight status
【24h】

Food intake response to exercise and active video gaming in adolescents: effect of weight status

机译:青少年对运动和主动视频游戏的食物摄入反应:体重状况的影响

获取原文
获取原文并翻译 | 示例
           

摘要

Although a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12-15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P0001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P005). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.
机译:尽管可获得一些有关电子游戏对瘦青少年能量摄入(EI)的影响的数据,但没有证据表明被动和主动视频游戏对瘦青年和肥胖青年的食物摄入有影响。同样未知的是,同能量的活动视频游戏和运动是否会不同地影响青年人的食物消费。总之,在跨界设计研究中,共有十二个瘦小和十二个肥胖的青春期男孩(12-15岁)必须完成四个1小时课程:控制(CON;坐姿),被动视频游戏(PVG; Xbox拳击游戏) 360),活动视频游戏(AVG; Xbox Kinect 360上的拳击游戏)和运动(EX;骑自行车)。运动和主动视频游戏活动旨在产生相同的能量消耗(EE)。使用K4b2便携式间接量热仪测量EE。会议后评估了随意进食和食欲的感觉。肥胖参与者的AVG和EX-EE显着高于两组,而PVG和CON则显着更高。在所有四种情况下,肥胖参与者的饮食摄入均显着高于瘦者(P <0001)。 EI在肥胖参与者中的状况没有差异(CON:4935(sd 1490)kJ; PVG:4902(sd 1307)kJ; AVG:4728(sd 1358)kJ; EX:4643(sd 1335)kJ),并且显着EX(2847(sd 577)kJ)和PVG(3580(sd 863)kJ)和AVG(3485(sd 643)kJ)之后,瘦参与者的身高更低(P <005)。组或条件之间的常量营养素摄入量无显着差异。肥胖参与者的饥饿感显着较高,而饱腹感则较低,但未观察到病情影响。总体而言,中等强度的运动通过对EE和EI的双重影响,比精瘦的青少年男孩的等时活跃视频游戏对能量平衡的影响更好。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号