Literature DB >> 22446674

Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults.

Peter C Douris1, Brittany McDonald, Frank Vespi, Nancy C Kelley, Lawrence Herman.   

Abstract

Exergaming is becoming a popular recreational activity for young adults. The purpose was to compare the physiologic and psychological responses of college students playing Nintendo Wii Fit, an active video game console, vs. an equal duration of moderate-intensity brisk walking. Twenty-one healthy sedentary college-age students (mean age 23.2 ± 1.8 years) participated in a randomized, double cross-over study, which compared physiologic and psychological responses to 30 minutes of brisk walking exercise on a treadmill vs. 30 minutes playing Nintendo Wii Fit "Free Run" program. Physiologic parameters measured included heart rate, rate pressure product, respiratory rate, and rating of perceived exertion. Participants' positive well-being, psychological distress, and level of fatigue associated with each exercise modality were quantified using the Subjective Exercise Experience Scale. The mean maximum heart rate (HRmax) achieved when exercising with Wii Fit (142.4 ± 20.5 b·min(-1)) was significantly greater (p = 0.001) compared with exercising on the treadmill (123.2 ± 13.7 b·min(-1)). Rate pressure product was also significantly greater (p = 0.001) during exercise on the Wii Fit. Participants' rating of perceived exertion when playing Wii Fit (12.7 ± 3.0) was significantly greater (p = 0.014) when compared with brisk walking on the treadmill (10.1 ± 3.3). However, psychologically when playing Wii Fit, participants' positive well-being decreased significantly (p = 0.018) from preexercise to postexercise when compared with exercising on the treadmill. College students have the potential to surpass exercise intensities achieved when performing a conventional standard for moderate-intensity exercise when playing Nintendo Wii Fit "Free Run" with a self-selected intensity. We concluded that Nintendo Wii Fit "Free Run" may act as an alternative to traditional moderate-intensity aerobic exercise in fulfilling the American College of Sports Medicine requirements for physical activity.

Entities:  

Mesh:

Year:  2012        PMID: 22446674     DOI: 10.1519/JSC.0b013e31822e5967

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


  19 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

2.  Effect of transcranial direct current stimulation combined with gait and mobility training on functionality in children with cerebral palsy: study protocol for a double-blind randomized controlled clinical trial.

Authors:  Luanda André Collange Grecco; Natália de Almeida Carvalho Duarte; Mariana Emerenciano de Mendonça; Hugo Pasini; Vânia Lúcia Costa de Carvalho Lima; Renata Calhes Franco; Luis Vicente Franco de Oliveira; Paulo de Tarso Camilo de Carvalho; João Carlos Ferrari Corrêa; Nelci Zanon Collange; Luciana Maria Malosá Sampaio; Manuela Galli; Felipe Fregni; Claudia Santos Oliveira
Journal:  BMC Pediatr       Date:  2013-10-11       Impact factor: 2.125

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.  Promoting physical activity through exergaming in young adults with intellectual disabilities: a pilot study.

Authors:  Y J Ryuh; C-C Jj Chen; Z Pan; D L Gadke; L Elmore-Staton; C-Y Pan; A Cosgriff
Journal:  Int J Dev Disabil       Date:  2019-04-26

5.  Cardiovascular and affective outcomes of active gaming: using the nintendo wii as a cardiovascular training tool.

Authors:  Keith E Naugle; Kelly M Naugle; Erik A Wikstrom
Journal:  J Strength Cond Res       Date:  2014-02       Impact factor: 3.775

6.  Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

Authors:  Elizabeth Jane Lyons; Claire Hatkevich
Journal:  J Med Internet Res       Date:  2013-05-07       Impact factor: 5.428

7.  Effect of a single session of transcranial direct-current stimulation combined with virtual reality training on the balance of children with cerebral palsy: a randomized, controlled, double-blind trial.

Authors:  Roberta Delasta Lazzari; Fabiano Politti; Cibele Alimedia Santos; Arislander Jonathan Lopes Dumont; Fernanda Lobo Rezende; Luanda André Collange Grecco; Luiz Alfredo Braun Ferreira; Claudia Santos Oliveira
Journal:  J Phys Ther Sci       Date:  2015-03-31

8.  Hemodynamic responses of unfit healthy women at a training session with nintendo wii: a possible impact on the general well-being.

Authors:  Renato S Monteiro-Junior; Luiz F Figueiredo; Isabel Conceição; Carolina Carvalho; Eduardo Lattari; Gioia Mura; Sérgio Machado; Elirez B da Silva
Journal:  Clin Pract Epidemiol Ment Health       Date:  2014-12-19

Review 9.  The use of electronic games in therapy: a review with clinical implications.

Authors:  H Lynn Horne-Moyer; Brian H Moyer; Drew C Messer; Elizabeth S Messer
Journal:  Curr Psychiatry Rep       Date:  2014-12       Impact factor: 5.285

10.  Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii(®).

Authors:  Gusthavo Augusto Alves Rodrigues; Danilo De Souza Felipe; Elisangela Silva; Wagner Zeferino De Freitas; Wonder Passoni Higino; Fabiano Fernandes Da Silva; Wellington Roberto Gomes De Carvalho; Renato Aparecido de Souza
Journal:  J Phys Ther Sci       Date:  2015-09-30
View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.