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題 名 | Wii Sports運動模式對國小學童能量消耗與心率變異度之分析=The Influence of Wii Sports Exercise Mode on Energy Consumption and Heart Rate Variability of Elementary School Students |
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作 者 | 郭堉圻; 葉志宏; | 書刊名 | 運動生理暨體能學報 |
卷 期 | 15 2012.12[民101.12] |
頁 次 | 頁17-26 |
分類號 | 528.9012 |
關鍵詞 | 互動式視頻遊戲; 攝氧量; 代謝當量; 心率變異度; Active video game; Oxygen consumption; Metabolic equivalents; Heart rate variability; |
語 文 | 中文(Chinese) |
中文摘要 | 目的:本研究的目的是探討Wii Sports運動模式對國小學童能量消耗與心率變異度之影響。方法:以無固定運動習慣的12位國小男學童為受試對象,依學童體位比例隨機抽樣。受試者(年齡:9.75 ± 0.45歲,身高:135.91 ± 7.63公分,體重:38.25 ± 13.00公斤,身體質量指數:20.41 ± 5.40公斤/公尺^2)在熟悉器材與環境後,進行3次每次20分鐘的Wii Sports遊戲(棒球、網球、拳擊),實驗過程配帶CosMed K4b^2可攜式氣體分析儀與Polar錶,蒐集能量消耗與心率變異度指標。將實驗數據分別以相依樣本單因子變異數與相依樣本二因子變異數進行分析,考驗受試者進行三種遊戲各依變項之差異情形,顯著水準訂為p < .05。結果:拳擊在(18.46 ± 6.50 ml/min/kg)、HR(136.74 ± 25.4 beats/min)、(23.80 ± 7.33 l/min)、作功數(378.24 ± 147.51 J/kg/min)、總能量消耗(60.52 ± 14.66 Kcal)與METs(5.26 ± 1.85)等變項,皆顯著高於網球(VO2: 14.18 ± 4.36 ml/min/kg、VE: 16.15 ± 3.18 l/min、HR: 113.09 ±11.71 beats/min、作功數:298.87 ± 87.45 J/kg/min、總能量消耗:49.10 ± 12.66 Kcal與METs:4.04 ± 1.24)與棒球(VO2: 11.39 ± 2.90 ml/min/kg、VE: 13.75 ± 5.17 l/min、HR: 104.73 ± 9.83beats/min、作功數:240.08 ± 68.22 J/kg/min、總能量消耗:40.86 ± 16.5 Kcal與METs: 3.25 ±0.83)。而拳擊在心率變異度的指標(LF、HF與LF/HF、Mean HR、Mean RR與rMSSD)上則明顯高於棒球與網球(p < .05)。在10分鐘恢復期與安靜期比較結果,棒球與網球的副交感神經活性無顯著差異(p > .05),而拳擊項目則恢復期明顯高於安靜值(p < .05)。結論:以Wii Sports拳擊遊戲能量消耗較接近中等強度運動效果,建議可取代一般的視頻遊戲,在對於消耗熱量、運動健身與體適能方面則有明顯的效果,另也可做為體重控制的工具之一。 |
英文摘要 | Purpose: The purpose of this research was to investigate the influence of Wii Sports exercise mode on energy consumption and heart rate variability (HRV) of elementary school students. Methods: The subjects are twelve fourth graders who do not exercise on regular basis and randomly selected according to proportion of their body weight and size. After familiarized with the test equipments and environment, Tests were carry out on subjects (age: 9.75 ± 0.45 years old, height: 135.91 ± 7.63 cm, weight: 38.25 ± 13.00 kg, BMI: 20.41 ± 5.40 kg/m^2) for three times and each test consist a twenty-minutes Wii Sports (baseball, tennis, boxing) game play. The results are measured by CosMed K4b^2 portable gas analysis system and Polar by the subjects during the test. A repeated measures analysis of one-way ANOVA was used to each of the VO2, HR, VE, energy consumption (EC), total energy consumption (TEC), METs and LF, HF, LF/HF, Mean HR, Mean RR and rMSSD. The repeated measures analysis of two-way ANOVA was used to evaluate treatment (baseball, tennis, boxing) and rest and recovery in each during. Results: The boxing game in VO2 (18.46 ± 6.50 ml/min/kg), HR (136.74 ± 25.4 beats/min), VE (23.80 ± 7.33 l/min), EC (378.24 ± 147.51 J/kg/min), TEC (60.52 ± 14.66 Kcal) and METs (5.26 ± 1.85), were significantly higher than that of tennis (VO2: 14.18 ± 4.36 ml/min/kg, VE: 16.15 ± 3.18 l/min, HR: 113.09 ± 11.71 beats/min, EC: 298.87 ± 87.45J/kg/min, TEC: 49.10 ± 2.66 Kcal, METs: 5.26 ± 1.85) and baseball game (VO2: 11.39 ± 2.90 ml/min/kg, VE: 13.75 ± 5.17 l/min, HR: 104.73 ± 9.83 beats/min, EC: 240.08 ± 66.82 J/kg/min, TEC: 40.86 ± 16.5 Kcal, METs: 3.25 ± 0.83). In boxing game, the HRV indicators (LF, HF and LF/HF, Mean HR, Mean RR and rMSSD) was significantly (p < .05) impair in baseball and tennis. After ten minutes of recovery, both baseball and tennis' parasympathetic have gradually restored to the level (p > .05) in quite period, yet boxing is still not back to the level in quite period. Conclusion: Energy consumption of Wii Sports boxing game is similar to that of moderate-intensity exercise. If Wii Sports boxing game can replace the time of playing regular video games, it could have significant effects on consumption of body energy, sports and fitness, and also become a weight control tools. |
本系統中英文摘要資訊取自各篇刊載內容。