Literature DB >> 18606832

Energy expenditure in adolescents playing new generation computer games.

Lee Graves1, Gareth Stratton, N D Ridgers, N T Cable.   

Abstract

OBJECTIVE: To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games.
DESIGN: Cross sectional comparison of four computer games. Setting Research laboratories. PARTICIPANTS: Six boys and five girls aged 13-15 years. PROCEDURE: Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). MAIN OUTCOME MEASURE: Predicted energy expenditure, compared using repeated measures analysis of variance.
RESULTS: Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kl/kg/min greater when playing active rather than sedentary games.
CONCLUSIONS: Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

Entities:  

Mesh:

Year:  2008        PMID: 18606832

Source DB:  PubMed          Journal:  Br J Sports Med        ISSN: 0306-3674            Impact factor:   13.800


  33 in total

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3.  Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

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4.  Energy intake adaptations to acute isoenergetic active video games and exercise are similar in obese adolescents.

Authors:  J P Chaput; C Schwartz; Y Boirie; M Duclos; A Tremblay; D Thivel
Journal:  Eur J Clin Nutr       Date:  2015-03-25       Impact factor: 4.016

Review 5.  Active video games and health indicators in children and youth: a systematic review.

Authors:  Allana G LeBlanc; Jean-Philippe Chaput; Allison McFarlane; Rachel C Colley; David Thivel; Stuart J H Biddle; Ralph Maddison; Scott T Leatherdale; Mark S Tremblay
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7.  MEASUREMENT OF ENERGY EXPENDITURE WHILE PLAYING EXERGAMES AT A SELF-SELECTED INTENSITY.

Authors:  Bryan L Haddock; Sarah Jarvis; Nicholas R Klug; Tarah Gonzalez; Bryan Barsaga; Shannon R Siegel; Linda D Wilkin
Journal:  Open Sports Sci J       Date:  2012-09-02

8.  Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

Authors:  Shannon R Siegel; Bryan L Haddock; Andrea M Dubois; Linda D Wilkin
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9.  Profiles of sedentary behavior in children and adolescents: the US National Health and Nutrition Examination Survey, 2001-2006.

Authors:  Susan B Sisson; Timothy S Church; Corby K Martin; Catrine Tudor-Locke; Steven R Smith; Claude Bouchard; Conrad P Earnest; Tuomo Rankinen; Robert L Newton; Peter T Katzmarzyk
Journal:  Int J Pediatr Obes       Date:  2009

10.  Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

Authors:  Jeffrey P Jaramillo; M Elise Johanson; B Jenny Kiratli
Journal:  J Spinal Cord Med       Date:  2018-04-04       Impact factor: 1.985

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