The Activity Intensities Reached When Playing Active Tennis Gaming Relative to Sedentary Gaming, Tennis Game-Play, and Current Activity Recommendations in Young Adults

被引:3
|
作者
Scanlan, Aaron T. [1 ,2 ,3 ]
Arkinstall, Hayley [4 ]
Dalbo, Vincent J. [1 ,3 ]
Humphries, Brendan J. [1 ]
Jennings, Cameron T. [5 ]
Kingsley, Michael I. C. [1 ]
机构
[1] Cent Queensland Univ, Inst Hlth & Social Sci Res, Rockhampton, Qld 4702, Australia
[2] Cent Queensland Univ, Human Exercise & Training Lab, Rockhampton, Qld 4702, Australia
[3] Cent Queensland Univ, Clin Biochem Lab, Rockhampton, Qld 4702, Australia
[4] Swansea Univ, Sport & Exercise Res Ctr, Swansea, W Glam, Wales
[5] Cent Queensland Univ, Sch Med & Appl Sci, Rockhampton, Qld 4702, Australia
关键词
video gaming; metabolic equivalent; heart rate; sedentary lifestyle; physical activity; exergaming; ENERGY-EXPENDITURE; PHYSICAL-ACTIVITY; OBESITY; COST; ADOLESCENTS; RESPONSES; SEX;
D O I
10.1519/JSC.0b013e31827f523e
中图分类号
G8 [体育];
学科分类号
04 ; 0403 ;
摘要
Scanlan, AT, Arkinstall, H, Dalbo, VJ, Humphries, BJ, Jennings, CT, and Kingsley, MIC. The activity intensities reached when playing active tennis gaming relative to sedentary gaming, tennis game-play, and current activity recommendations in young adults. J Strength Cond Res 27(9): 2588-2595, 2013Although active gaming is popular and can increase energy expenditure in young adults, its efficacy as a prescriptive exercise tool is not well understood. This study aimed to: (a) compare the activity intensities experienced by young adults while playing active tennis gaming with conventional sedentary gaming, tennis game-play, and current activity recommendations for health; and (b) identify changes in activity intensities across playing time. After habitualization, 10 active young adults (age: 20.2 +/- 0.4 years; stature: 1.74 +/- 0.03 m; body mass: 67.7 +/- 3.3 kg) completed 3 experimental trials (sedentary gaming, active tennis gaming, and tennis game-play) on separate days in a randomized order. Heart rate (HR) and metabolic equivalents (METs) were averaged across 5 minutes and 10 minutes intervals, and the entire 20 minutes bout within each condition. Active gaming produced greater intensities across 5-10, 10-15, and 15-20 minutes time intervals compared with sedentary gaming (p < 0.01). Tennis game-play elicited greater HR (67 +/- 5% HRmax) and METs (5.0 +/- 0.2) responses than both sedentary (40 +/- 2% HRmax, 1.1 +/- 0.1 METs) and active gaming (45 +/- 2% HRmax, 1.4 +/- 0.1 METs) (p < 0.001). Only tennis game-play produced activity intensities meeting current recommendations for health benefit. Lower HR intensities were reached across 0-5 minutes than during later time intervals during active gaming (6%) and tennis game-play (9%) (p < 0.01). Activity intensities elicited by active gaming were greater than sedentary gaming but less than tennis game-play and insufficient to contribute toward promoting and maintaining good health in young adults. These data suggest that active tennis gaming should not be recommended by exercise professionals as a substitute for actual sports participation in young adults.
引用
收藏
页码:2588 / 2595
页数:8
相关论文
empty
未找到相关数据