Literature DB >> 20810313

Energy expended by boys playing active video games.

Kate White1, Grant Schofield, Andrew E Kilding.   

Abstract

The purpose of this study was to: (1) determine energy expenditure (EE) during a range of active video games (AVGs) and (2) determine whether EE during AVGs is influenced by gaming experience or fitness. Twenty-six boys (11.4±0.8 years) participated and performed a range of sedentary activities (resting, watching television and sedentary gaming), playing AVGs (Nintendo® Wii Bowling, Boxing, Tennis, and Wii Fit Skiing and Step), walking and running including a maximal fitness test. During all activities, oxygen uptake, heart rate and EE were determined. The AVGs resulted in a significantly higher EE compared to rest (63-190%, p≤0.001) and sedentary screen-time activities (56-184%, p≤0.001). No significant differences in EE were found between the most active video games and walking. There was no evidence to suggest that gaming experience or aerobic fitness influenced EE when playing AVGs. In conclusion, boys expended more energy during active gaming compared to sedentary activities. Whilst EE during AVG is game-specific, AVGs are not intense enough to contribute towards the 60min of daily moderate-to-vigorous physical activity that is currently recommended for children.
Copyright © 2010 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

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Year:  2011        PMID: 20810313     DOI: 10.1016/j.jsams.2010.07.005

Source DB:  PubMed          Journal:  J Sci Med Sport        ISSN: 1878-1861            Impact factor:   4.319


  16 in total

1.  The heart rate response to nintendo wii boxing in young adults.

Authors:  Pamela R Bosch; Joseph Poloni; Andrew Thornton; James V Lynskey
Journal:  Cardiopulm Phys Ther J       Date:  2012-06

Review 2.  Active video games and health indicators in children and youth: a systematic review.

Authors:  Allana G LeBlanc; Jean-Philippe Chaput; Allison McFarlane; Rachel C Colley; David Thivel; Stuart J H Biddle; Ralph Maddison; Scott T Leatherdale; Mark S Tremblay
Journal:  PLoS One       Date:  2013-06-14       Impact factor: 3.240

3.  Active Screen Time Among U.S. Youth Aged 9-18 Years, 2009.

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Journal:  Games Health J       Date:  2013-12

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Authors:  Maxime Robert; Laurent Ballaz; Raphael Hart; Martin Lemay
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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
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6.  Combined influence of media use on subjective health in elementary school children in Japan: a population-based study.

Authors:  Harunobu Nakamura; Kumiko Ohara; Katsuyasu Kouda; Yuki Fujita; Tomoki Mase; Chiemi Miyawaki; Yoshimitsu Okita; Tetsuya Ishikawa
Journal:  BMC Public Health       Date:  2012-06-13       Impact factor: 3.295

7.  Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study.

Authors:  Maria Esposito; Maria Ruberto; Francesca Gimigliano; Rosa Marotta; Beatrice Gallai; Lucia Parisi; Serena Marianna Lavano; Michele Roccella; Marco Carotenuto
Journal:  Neuropsychiatr Dis Treat       Date:  2013-11-15       Impact factor: 2.570

8.  Feasibility and Effectiveness of a Motion Tracking-Based Online Fitness Program for Office Workers.

Authors:  Sun-Young Joo; Chang-Bae Lee; Na-Young Joo; Chung-Reen Kim
Journal:  Healthcare (Basel)       Date:  2021-05-14

9.  The effect of a peer on VO2 and game choice in 6-10 year old children.

Authors:  Lee A Siegmund; Jonathan B Naylor; Antonio S Santo; Jacob E Barkley
Journal:  Front Physiol       Date:  2014-06-02       Impact factor: 4.566

10.  The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.

Authors:  Julien Tripette; Haruka Murakami; Katie Rose Ryan; Yuji Ohta; Motohiko Miyachi
Journal:  PeerJ       Date:  2017-09-05       Impact factor: 2.984

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