Literature DB >> 1877563

Physiologic responses to playing a video game.

K R Segal1, W H Dietz.   

Abstract

The displacement of sports and other physical activities by television and video may contribute to the associations among television viewing, obesity, and reduced physical fitness. Because video games are widely played by children and adolescents, we assessed the metabolic and cardiovascular responses to video game playing. Heart rate, blood pressure, and oxygen consumption were measured serially over 30 minutes in 32 males and females aged 16 to 25 years (mean +/- SEM, 20 +/- 1 years) while they played the "Ms Pac-Man" video game under standard laboratory conditions and compared with measurements made in a standing but inactive position. Playing the video game significantly increased heart rate, systolic and diastolic blood pressure, and oxygen consumption. Energy expenditure increased from 6.08 +/- 0.24 kJ/min while the subjects stood inactive to 10.94 +/- 0.49 kJ/min while they played. The increase in metabolic rate and cardiovascular stimulation was similar in magnitude to mild-intensity exercise.

Entities:  

Mesh:

Year:  1991        PMID: 1877563     DOI: 10.1001/archpedi.1991.02160090086030

Source DB:  PubMed          Journal:  Am J Dis Child        ISSN: 0002-922X


  14 in total

1.  Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction.

Authors:  Lana M Widman; Craig M McDonald; R Ted Abresch
Journal:  J Spinal Cord Med       Date:  2006       Impact factor: 1.985

2.  The effects of television viewing in Greece, and the role of the paediatrician: a familiar triangle revisited.

Authors:  K Anastassea-Vlachou; H Fryssira-Kanioura; D Papathanasiou-Klontza; A Xipolita-Zachariadi; N Matsaniotis
Journal:  Eur J Pediatr       Date:  1996-12       Impact factor: 3.183

Review 3.  Exercising your brain: a review of human brain plasticity and training-induced learning.

Authors:  C S Green; D Bavelier
Journal:  Psychol Aging       Date:  2008-12

Review 4.  Modifiable risk factors in relation to changes in BMI and fatness: what have we learned from prospective studies of school-aged children?

Authors:  A Must; E E Barish; L G Bandini
Journal:  Int J Obes (Lond)       Date:  2009-04-28       Impact factor: 5.095

Review 5.  Video game induced seizures.

Authors:  C D Ferrie; P De Marco; R A Grünewald; S Giannakodimos; C P Panayiotopoulos
Journal:  J Neurol Neurosurg Psychiatry       Date:  1994-08       Impact factor: 10.154

6.  Are computer and cell phone use associated with body mass index and overweight? A population study among twin adolescents.

Authors:  Hanna-Reetta Lajunen; Anna Keski-Rahkonen; Lea Pulkkinen; Richard J Rose; Aila Rissanen; Jaakko Kaprio
Journal:  BMC Public Health       Date:  2007-02-26       Impact factor: 3.295

7.  Leisure time computer use and adolescent bone health--findings from the Tromsø Study, Fit Futures: a cross-sectional study.

Authors:  Anne Winther; Luai Awad Ahmed; Anne-Sofie Furberg; Guri Grimnes; Rolf Jorde; Ole Andreas Nilsen; Elaine Dennison; Nina Emaus
Journal:  BMJ Open       Date:  2015-04-22       Impact factor: 2.692

8.  Investigation of frontal lobe activation with fNIRS and systemic changes during video gaming.

Authors:  Ilias Tachtsidis; Antonis Papaioannou
Journal:  Adv Exp Med Biol       Date:  2013       Impact factor: 2.622

9.  Energy Cost of Active and Sedentary Music Video Games: Drum and Handheld Gaming vs. Walking and Sitting.

Authors:  Edwin Miranda; Brittany S Overstreet; William A Fountain; Vincent Gutierrez; Michael Kolankowski; Matthew L Overstreet; Ryan M Sapp; Christopher A Wolff; Scott A Mazzetti
Journal:  Int J Exerc Sci       Date:  2017-11-01

10.  Screen-based sedentary behavior and associations with functional strength in 6-15 year-old children in the United States.

Authors:  Lisa R Edelson; Kevin C Mathias; Victor L Fulgoni; Leonidas G Karagounis
Journal:  BMC Public Health       Date:  2016-02-04       Impact factor: 3.295

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