Literature DB >> 19663749

Energy expenditure while playing active and inactive video games.

Scott T Leatherdale1, Sarah J Woodruff, Stephen R Manske.   

Abstract

PURPOSE: To examine energy expenditure (EE) when playing active and inactive videogames (VG).
METHODS: Predicted EE was measured among 51 undergraduate students while playing active and inactive VG (Ontario, Canada).
RESULTS: Predicted EE was significantly higher playing the active VG compared to the inactive VG according to heart rate monitor (97.4 kcal vs 64.7 kcal) and SenseWear armband (192.4 kcal vs 42.3 kcal) estimates.
CONCLUSION: Active VG may be a viable intervention tool for increasing EE among students who would otherwise be spending time in sedentary screen-based behaviors.

Mesh:

Year:  2010        PMID: 19663749     DOI: 10.5993/ajhb.34.1.4

Source DB:  PubMed          Journal:  Am J Health Behav        ISSN: 1087-3244


  10 in total

1.  Energy intake and expenditure during sedentary screen time and motion-controlled video gaming.

Authors:  Elizabeth J Lyons; Deborah F Tate; Dianne S Ward; Xiaoshan Wang
Journal:  Am J Clin Nutr       Date:  2012-07-03       Impact factor: 7.045

2.  Exercise videogames for physical activity and fitness: Design and rationale of the Wii Heart Fitness trial.

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

Review 3.  Effects of Exergaming on Physical Activity in Overweight Individuals.

Authors:  Christoph Höchsmann; Michael Schüpbach; Arno Schmidt-Trucksäss
Journal:  Sports Med       Date:  2016-06       Impact factor: 11.136

4.  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

Review 5.  The role of exergaming in improving physical activity: a review.

Authors:  Jennifer Sween; Sherrie Flynt Wallington; Vanessa Sheppard; Teletia Taylor; Adana A Llanos; Lucile Lauren Adams-Campbell
Journal:  J Phys Act Health       Date:  2014-05

6.  Autonomy supportive environments and mastery as basic factors to motivate physical activity in children: a controlled laboratory study.

Authors:  James N Roemmich; Maya J Lambiase Ms; Thomas F McCarthy; Denise M Feda; Karl F Kozlowski
Journal:  Int J Behav Nutr Phys Act       Date:  2012-02-21       Impact factor: 6.457

7.  Estimating physical activity energy expenditure with the Kinect Sensor in an exergaming environment.

Authors:  David Nathan; Du Q Huynh; Jonas Rubenson; Michael Rosenberg
Journal:  PLoS One       Date:  2015-05-22       Impact factor: 3.240

8.  Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies.

Authors:  Carlos Hernández-Jiménez; Raquel Sarabia; María Paz-Zulueta; Paula Paras-Bravo; Amada Pellico; Laura Ruiz Azcona; Cristina Blanco; María Madrazo; María Jesus Agudo; Carmen Sarabia; Miguel Santibáñez
Journal:  Int J Environ Res Public Health       Date:  2019-07-08       Impact factor: 3.390

9.  Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games.

Authors:  Hana Hanifah; Yuko Ito; Daryl Patrick Gamboa Yao; Natsuka Suyama; Kaoru Inoue
Journal:  Occup Ther Int       Date:  2022-01-25       Impact factor: 1.448

10.  Examining Young Children's Physical Activity and Sedentary Behaviors in an Exergaming Program Using Accelerometry.

Authors:  Minghui Quan; Zachary Pope; Zan Gao
Journal:  J Clin Med       Date:  2018-09-25       Impact factor: 4.241

  10 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.