BACKGROUND: Interactive video game exercise leads to improved exercise adherence and health-related physical fitness in comparison to traditional stationary cycling. It has been postulated that interactive video game exercise has greater metabolic requirements than traditional cycling; however, this has not been tested to date. PURPOSE: To examine the metabolic requirements of interactive video game exercise in comparison to traditional stationary cycling at matched incremental workloads. METHODS: Fourteen participants (seven males and seven females) were examined during three separate sessions: 1) incremental cycle ergometer exercise for the assessment of maximal aerobic power and peak workload; 2) traditional cycling on a cycle ergometer using 5-min constant workloads of 25%, 50%, and 75% of maximal power output; and 3) cycling using identical constant, relative workloads while playing interactive video games. Measurements of oxygen consumption, heart rate, and rating of perceived exertion were assessed throughout. RESULTS: During interactive video game exercise, steady-state heart rate (26% +/- 18% and 14% +/- 13%), energy expenditure (61% +/- 41% and 25% +/- 21%), and oxygen consumption (34% +/- 17% and 18% +/- 12%) were significantly higher at the constant submaximal workloads of 25% and 50%, respectively. There was no significant difference in rating of perceived exertion between conditions at any workload. CONCLUSIONS: Interactive video game cycling results in greater metabolic requirements (despite similar perceptions of exertion) at submaximal constant workloads than traditional cycling. This form of training may be a novel and an attractive intervention in the battle against physical inactivity and associated health complications.
BACKGROUND: Interactive video game exercise leads to improved exercise adherence and health-related physical fitness in comparison to traditional stationary cycling. It has been postulated that interactive video game exercise has greater metabolic requirements than traditional cycling; however, this has not been tested to date. PURPOSE: To examine the metabolic requirements of interactive video game exercise in comparison to traditional stationary cycling at matched incremental workloads. METHODS: Fourteen participants (seven males and seven females) were examined during three separate sessions: 1) incremental cycle ergometer exercise for the assessment of maximal aerobic power and peak workload; 2) traditional cycling on a cycle ergometer using 5-min constant workloads of 25%, 50%, and 75% of maximal power output; and 3) cycling using identical constant, relative workloads while playing interactive video games. Measurements of oxygen consumption, heart rate, and rating of perceived exertion were assessed throughout. RESULTS: During interactive video game exercise, steady-state heart rate (26% +/- 18% and 14% +/- 13%), energy expenditure (61% +/- 41% and 25% +/- 21%), and oxygen consumption (34% +/- 17% and 18% +/- 12%) were significantly higher at the constant submaximal workloads of 25% and 50%, respectively. There was no significant difference in rating of perceived exertion between conditions at any workload. CONCLUSIONS: Interactive video game cycling results in greater metabolic requirements (despite similar perceptions of exertion) at submaximal constant workloads than traditional cycling. This form of training may be a novel and an attractive intervention in the battle against physical inactivity and associated health complications.
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