Literature DB >> 19966584

Comparison of acute exercise responses between conventional video gaming and isometric resistance exergaming.

Anthony J Bonetti1, Daniel G Drury, Jerome V Danoff, Todd A Miller.   

Abstract

Exergaming is a relatively new type of entertainment that couples physical activity and video gaming. To date, research that has focused on the physiologic responses to exergaming has been focused exclusively on aerobic-type activities. The purpose of this project was to describe the acute exercise responses (i.e., oxygen uptake [VO(2)], heart rate, and rate of perceived exertion [RPE]) to exergaming using full-body isometric muscle resistance and to determine whether these responses are different during single- versus opponent-based play. Male subjects (n = 32) were randomly and equally divided into either an experimental (EXP) or control (CON) group. Acute exercise responses VO(2), heart rate, and RPE) were measured in all subjects during both solo- and opponent-based video game play. Subjects in the EXP group played using a controller that relied on full-body isometric muscle resistance to manipulate the on-screen character, whereas CON subjects used a conventional handheld controller. During solo play, the EXP group exhibited significantly higher values for VO(2) (9.60 +/-0.50 mL/kg/min) and energy expenditure (3.50 +/- 0.14 kcal/min) than the CON group VO(2) 5.05 +/- 0.16 mL/kg/min; energy expenditure 1.92 +/- 0.07 kcal/min). These changes occurred with no significant differences in RPE or heart rate between the groups. These results suggest that whole-body isometric exergaming results in greater energy expenditure than conventional video gaming, with no increase in perceived exertion during play. This could have important implications regarding long-term energy expenditure in gamers.

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Year:  2010        PMID: 19966584     DOI: 10.1519/JSC.0b013e3181bab4a8

Source DB:  PubMed          Journal:  J Strength Cond Res        ISSN: 1064-8011            Impact factor:   3.775


  8 in total

1.  Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player Exergaming in Young Adults.

Authors:  Kelly A Mackintosh; Martyn Standage; Amanda E Staiano; Leanne Lester; Melitta A McNarry
Journal:  Games Health J       Date:  2016-10-26

Review 2.  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

3.  Competitive active video games: Physiological and psychological responses in children and adolescents.

Authors:  Juan F Lisón; Ausias Cebolla; Jaime Guixeres; Julio Álvarez-Pitti; Patricia Escobar; Alejandro Bruñó; Empar Lurbe; Mariano Alcañiz; Rosa Baños
Journal:  Paediatr Child Health       Date:  2015-10       Impact factor: 2.253

Review 4.  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

5.  Physiological demands of a swimming-based video game: Influence of gender, swimming background, and exergame experience.

Authors:  Pooya Soltani; Pedro Figueiredo; João Ribeiro; Ricardo J Fernandes; João Paulo Vilas-Boas
Journal:  Sci Rep       Date:  2017-07-12       Impact factor: 4.379

6.  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

7.  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

8.  Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.

Authors:  Laurie A Malone; Mohanraj Thirumalai; Sangeetha Padalabalanarayanan; Whitney N Neal; Sean Bowman; Tapan Mehta
Journal:  JMIR Serious Games       Date:  2019-02-01       Impact factor: 4.143

  8 in total

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