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Artículo en Inglés | WPRIM | ID: wpr-374223

RESUMEN

This study aimed at clarifying the effects of a lifestyle intervention using an activity monitor with game functions on daily physical activity. A 12-week randomized crossover study was conducted in 23 healthy volunteers (31 ± 11 yrs). The subjects were randomly assigned to Group A (a 6-week game intervention and then a 6-week normal intervention) and Group B (a 6-week normal intervention and then a 6-week game intervention). In the game intervention period (G), the subjects wore two different activity monitors, namely a normal activity monitor (Lifecorder EX) and an activity monitor with game functions (Yuuhokei). On the other hand, in the normal intervention period (N), the subjects wore only a normal activity monitor. Daily steps were significantly higher in the G than in the N (G: 10417 ± 2358 vs. N: 8744 ± 2180 steps/day, P < 0.001). Amount of physical activity (<i>i.e.</i>, daily total METs · hour = Ex/day) at the intensity of 3 METs or more was significantly higher in the G than in the N (G: 3.1 ± 0.9 vs. N: 2.4 ± 0.8 Ex/day, P < 0.001). Our results indicate that the lifestyle intervention using an activity monitor with game functions would more effectively increase daily physical activity such as steps and physical activity amount, than a normal intervention using an activity monitor. These findings therefore have important implications for reaching more easily the goals (<i>i.e.</i>, 23 Ex/week or 10,000 steps/day) and the use of an activity monitor with game functions in the field of exercise or physical activity instructions.

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