Literature DB >> 19324368

Activity-promoting video games and increased energy expenditure.

Lorraine Lanningham-Foster1, Randal C Foster, Shelly K McCrady, Teresa B Jensen, Naim Mitre, James A Levine.   

Abstract

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.

Entities:  

Mesh:

Year:  2009        PMID: 19324368      PMCID: PMC2683894          DOI: 10.1016/j.jpeds.2009.01.009

Source DB:  PubMed          Journal:  J Pediatr        ISSN: 0022-3476            Impact factor:   4.406


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