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  2. 學位論文(103學年度以前)
  3. 學位論文(103學年度之前)
  4. 探討國中生從事Wii互動式遊戲機中不同項目之能量消耗的比較
 
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探討國中生從事Wii互動式遊戲機中不同項目之能量消耗的比較

THE COMPARISON OF ENERGY EXPENDITURE IN DIFFERENT MODES OF ACTIVE WII RESORT SPORTS GAMES IN ATHLETIC-TALENTED STUDENTS

Date Issued
2017-02-27T07:16:23Z
Date
2011
Advisor
陳裕鏞
Chen, Yue-Yawn
URI
https://ir.ntus.edu.tw/handle/987654321/71047
Abstract
  本研究旨在探討國中生從事Wii互動式遊戲機之能量消耗。以彰化縣秀水國中體育班學生29名,男生21名、女生8名為研究對象,依身體質量指數(BMI)的大小分成正常以下(男生BMI<23、女生BMI<22.5)、過重(男生BMI≧23、女生BMI≧22.5)兩組,實驗時配戴攜帶式氣體分析儀和無線心跳監測器模組,從事Wii Resort的保齡球、劍擊,和Wii Sports的拳擊共三款遊戲各10分鐘,收集參與者的心跳率、攝氧量、二氧化碳排放量,以估計此三款Wii互動式遊戲之能量消耗。探討不同Wii遊戲的能量消耗是否有差異,不同性別和不同BMI,是否造成能量消耗的不同。同時請參與者填寫運動強度自評量表,藉以判斷Wii遊戲的運動強度屬性。結論:從事三款Wii遊戲的能量消耗相較於靜息時,皆有明顯增加。拳擊遊戲能量消耗4.52 ± 1.33 kcal/kg/hr最高,劍擊遊戲為4.42 ± 1.31 kcal/kg/hr次之,保齡球遊戲2.34 ± 0.47 kcal/kg/hr最低,但拳擊、劍擊遊戲之間無顯著差異。將心跳率轉換成運動強度,拳擊遊戲(45.2%)和劍擊(39.1%)遊戲為中強度運動,保齡球遊戲為低強度運動。呼吸商的數值則顯示拳擊和劍擊遊戲(皆超過0.9)比保齡球遊戲(大約0.8)有較高的運動強度。在性別方面,只有保齡球遊戲的能量消耗,男生明顯多於女生。BMI正常以下組在劍擊遊戲的能量消耗,則明顯多於過重組。總而言之,Wii互動式遊戲的能量消耗明顯比靜息時多,特別是拳擊遊戲和劍擊遊戲。
  To evaluate the energy expenditures (EE) in different modes of active Wii resort sports games (WRSG), 21 male and 8 female athletic-talented students at Siou Shuei Junior High School in Chung Hwa were recruited randomly. Subjects were divided into normal weight group, males with BMI<23 and females with BMI<22.5, and overweight group, males with BMI≧23 and females with BMI≧22.5 to execute bowling ball, boxing and swordplay modes of WRSG; Meanwhile, the heart rates, oxygen consumption and expiratory carbon dioxide during the three modes of WRSG for ten minutes by using the breath-by-breath gas analyzer and heart rate monitor were recorded. The rating of perceived exertion scales were performed after WRSG. All of the total energy expenditures in three modes of WRSG were obviously greater than in sedentary status, and that, the greatest in boxing mode (4.52 ± 1.33 kcal/kg/hr), in swordplay mode (4.42 ± 1.31 kcal/kg/hr) and the lowest in bowling ball mode (2.34 ± 0.47 kcal/kg/hr). The exercise intensity evaluated by heart rate reserve in boxing mode (45.2%) and swordplay mode (39.1%) indicated as moderate exercise and in bowling ball as light exercise. Also, the greater Respiratory exchanges quotient in boxing and swordplay mode (over 0.9) than in bowling mode (about 0.8) have shown the higher exercise intensity. There were no differences of EE in boxing and swordplay mode between males and females, however, greater EE in bowling ball mode in males. The EE in swordplay in normal BMI (body mass index) subjects were apparently greater than that of in overweight BMI ones. In conclusion, the energy expenditures in active Wii resort sports games were evidently greater than sedentary seated status, especially, in boxing and swordplay mode.
Subjects
坐式生活形態;攝氧量;能量消耗;互動式遊戲;呼吸商
sedentary life style;oxygen consumption;energy expenditure;active video game;respiratory exchanges quotient
Publisher
體育研究所
Description
學位類別:碩士
校院名稱:國立台灣體育大學
系所名稱:體育研究所
學號:19801125
畢業學年度:99年
論文頁數:77頁
Type
thesis
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