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首页> 外文期刊>The British Journal of Nutrition >Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8-11-year-old boys
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Acute effects of active gaming on ad libitum energy intake and appetite sensations of 8-11-year-old boys

机译:主动游戏对8-11岁男孩随意摄入能量和食欲的急性影响

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The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8-11-year-old boys in a school-based setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts, each separated by 1 week. The gaming bouts were (1) seated gaming, no food or drink; (2) active gaming, no food or drink; (3) seated gaming with food and drink offered ad libitum; and (4) active gaming with food and drink offered ad libitum. In the two gaming bouts during which foods and drinks were offered, EI was measured. Appetite sensations - hunger, prospective food consumption and fullness - were recorded using visual analogue scales during all gaming bouts at 30-min intervals and at two 15-min intervals post gaming. In the two bouts with food and drink, no significant differences were found in acute EI (MJ) (P=0.238). Significant differences were detected in appetite sensations for hunger, prospective food consumption and fullness between the four gaming bouts at various time points. The relative EI calculated for the two gaming bouts with food and drink (active gaming 1.42 (SEM 0.28) MJ; seated gaming 2.12 (SEM 0.25) MJ) was not statistically different. Acute EI in response to active gaming was no different from seated gaming, and appetite sensations were influenced by whether food was made available during the 90-min gaming bouts.
机译:本研究调查了在学校环境中,8-11岁男孩进行积极游戏对能量摄入(EI)和食欲反应的急性影响。使用随机交叉设计,二十一个男孩完成了四个单独的90分钟游戏回合,每个回合间隔1周。游戏回合是(1)坐着的游戏,没有食物或饮料; (2)积极游戏,不饮食。 (3)随便坐下游戏,随意提供食物和饮料; (4)随意提供食物和饮料的积极游戏。在两次提供食物和饮料的游戏回合中,对EI进行了测量。在所有游戏发作期间,以视觉模拟量表记录食欲感觉-饥饿,预期食物的消耗和饱腹感,间隔30分钟,间隔两次,每15分钟间隔一次。在两次进食和饮水的比赛中,急性EI(MJ)没有发现显着差异(P = 0.238)。在不同时间点,四场比赛之间的饥饿感,预期食物消耗和饱腹感在食欲上有显着差异。对于两次进食和饮水比赛(活动游戏1.42(SEM 0.28)MJ;坐位游戏2.12(SEM 0.25)MJ)计算的相对EI在统计上没有差异。对活跃游戏做出反应的急性EI与就座游戏没有什么不同,并且在90分钟的比赛中是否提供食物会影响食欲。

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