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作 者:王俊杰[1] 王培勇[1] 徐坚[2] 元文学[2]
机构地区:[1]清华大学体育部,北京100084 [2]大连理工大学体育教学部,辽宁大连116024
出 处:《西安体育学院学报》2014年第2期171-177,共7页Journal of Xi'an Physical Education University
基 金:中央高校基本科研业务费资助项目(DUT11RW312)
摘 要:通过检索ISI Web of Knowledge、PubMed和中国知网数据库,对最终筛选出的45篇关于体感游戏应用于体力活动干预实践的研究文献进行归纳推理,综述了体感游戏的起源、发展及应用于体力活动干预实践研究现状。研究发现,体感游戏的原始雏形始于1983年,历经30余年发展,其操控方式逐渐由依赖感测外设设备向感测肢体动作过渡,它虽已涉足体力活动干预研究领域,但尚处初始阶段。研究认为,体感游戏可作为促进体力活动、增加能量消耗的新的干预方式,其体力活动强度等级为轻度到中度,属于有氧运动范畴。然而,体感游戏与健康效益之间的量效关系仍有待进一步探讨。The paper is to generalize and reason the origin, development and application of Active Video Games (AVGs) ac- cording to 45 articles about AVGs applying physical activity intervention which were extracted from ISI Web of Knowledge, PubMed and CNKI. It shows AVGs' original prototype began in 1983 ,and its control means has been changed from sensing devices to body movement during the past 30 years. AVGs was used in physical activity intervention research, but is still in the initial stage. It has been considered AVGs as a new way to promote physical activity and increase energy expenditure, and it belongs to aerobic exercise of light or moderate intensity. However, the dose - effect relationship of AVGs and health benefits are still need to be investigated.
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