OBJECTIVES: To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games. STUDY DESIGN: In this single-group study, 22 healthy children (12 +/- 2 years; 11 male, 11 female) and 20 adults (34 +/- 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter. RESULTS: Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 +/- 63 kcal/hr, P < .001, and 148 +/- 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 +/- 5 arbitrary acceleration units and 23 +/- 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii. CONCLUSION: Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.
OBJECTIVES: To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games. STUDY DESIGN: In this single-group study, 22 healthy children (12 +/- 2 years; 11 male, 11 female) and 20 adults (34 +/- 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter. RESULTS: Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 +/- 63 kcal/hr, P < .001, and 148 +/- 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 +/- 5 arbitrary acceleration units and 23 +/- 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii. CONCLUSION: Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.
Authors: Ann M Harris; Lorraine M Lanningham-Foster; Shelly K McCrady; James A Levine Journal: Am J Physiol Endocrinol Metab Date: 2007-04 Impact factor: 4.310
Authors: James A Levine; Lorraine M Lanningham-Foster; Shelly K McCrady; Alisa C Krizan; Leslie R Olson; Paul H Kane; Michael D Jensen; Matthew M Clark Journal: Science Date: 2005-01-28 Impact factor: 47.728
Authors: Kelly R Laurson; Joey C Eisenmann; Gregory J Welk; Eric E Wickel; Douglas A Gentile; David A Walsh Journal: J Pediatr Date: 2008-04-16 Impact factor: 4.406
Authors: Mark Ballow; Paul J Pinciaro; Timothy Craig; Gary Kleiner; James Moy; Hans D Ochs; John Sleasman; William Smits Journal: J Clin Immunol Date: 2016-06-08 Impact factor: 8.317
Authors: Beth C Bock; Herpreet Thind; Shira I Dunsiger; Eva R Serber; Joseph T Ciccolo; Victoria Cobb; Kathy Palmer; Sean Abernathy; Bess H Marcus Journal: Contemp Clin Trials Date: 2015-04-17 Impact factor: 2.226
Authors: Elizabeth J Lyons; Deborah F Tate; Dianne S Ward; Kurt M Ribisl; J Michael Bowling; Sriram Kalyanaraman Journal: Health Psychol Date: 2013-03-25 Impact factor: 4.267