Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.
Citation:
O'Donovan C, Hussey J, Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults., Physiotherapy, 98, 3, 2012, 205-10Download Item:
Abstract:
Objectives: To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure.
Design: Cross-sectional study.
Participants and interventions: Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging.
Main outcome measures: Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game.
Results: Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience.
Conclusions: Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill.
Author's Homepage:
http://people.tcd.ie/codonovDescription:
PUBLISHED
Author: Forde, Cuisle
Type of material:
Journal ArticleCollections
Series/Report no:
Physiotherapy98
3
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Full text availableSubject (TCD):
Creative Technologies , Genes & Society , EXERCISE , PAEDIATRICS , PHYSICAL ACTIVITY , PHYSICAL EXERCISEDOI:
http://dx.doi.org/10.1016/j.physio.2012.05.001ISSN:
0031-9406Metadata
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