Literature DB >> 22898576

Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

C O'Donovan1, J Hussey.   

Abstract

OBJECTIVES: To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure.
DESIGN: Cross-sectional study. PARTICIPANTS AND
INTERVENTIONS: Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. MAIN OUTCOME MEASURES: Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game.
RESULTS: Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience.
CONCLUSIONS: Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill.
Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

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Year:  2012        PMID: 22898576     DOI: 10.1016/j.physio.2012.05.001

Source DB:  PubMed          Journal:  Physiotherapy        ISSN: 0031-9406            Impact factor:   3.358


  9 in total

1.  The impact of narratives and active video games on long-term moderate-to-vigorous physical activity: A randomized controlled trial protocol.

Authors:  Dar Alon; Caio Victor Sousa; Tom Baranowski; Tiago V Barreira; Romina Cabrera-Perez; Kelly Chiu; Austin Fernandez; Amy Fleischman; Shirley Huang; Jungyun Hwang; Melanie C Green; I-Min Lee; Kelly Lee; Sarah Lessard; Lynne L Levitsky; Aika Misawa; Farzad Noubary; Ronald Samuels; Kyung Jin Sun; Debbe Thompson; Amy S Lu
Journal:  Contemp Clin Trials       Date:  2020-07-17       Impact factor: 2.226

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.  Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial.

Authors:  Gillian Barry; Paul van Schaik; Alasdair MacSween; John Dixon; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2016-08-23

4.  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

5.  Physiological Gait versus Gait in VR on Multidirectional Treadmill-Comparative Analysis.

Authors:  Katarzyna Jochymczyk-Woźniak; Katarzyna Nowakowska; Jacek Polechoński; Sandra Sładczyk; Robert Michnik
Journal:  Medicina (Kaunas)       Date:  2019-08-22       Impact factor: 2.430

6.  Enjoyment and Intensity of Physical Activity in Immersive Virtual Reality Performed on Innovative Training Devices in Compliance with Recommendations for Health.

Authors:  Małgorzata Dębska; Jacek Polechoński; Arkadiusz Mynarski; Piotr Polechoński
Journal:  Int J Environ Res Public Health       Date:  2019-09-30       Impact factor: 3.390

7.  The Evaluation of Physical Stillness with Wearable Chest and Arm Accelerometer during Chan Ding Practice.

Authors:  Kang-Ming Chang; Yu-Teng Chun; Sih-Huei Chen; Luo Lu; Hsiao-Ting Jannis Su; Hung-Meng Liang; Jayasree Santhosh; Congo Tak-Shing Ching; Shing-Hong Liu
Journal:  Sensors (Basel)       Date:  2016-07-20       Impact factor: 3.576

8.  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

9.  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

  9 in total

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