Literature DB >> 22920810

Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

Elizabeth J Lyons1, Deborah F Tate, Stephanie E Komoski, Philip M Carr, Dianne S Ward.   

Abstract

BACKGROUND: Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment.
METHOD: Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured.
RESULTS: After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010).
CONCLUSIONS: Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development.
© 2012 Diabetes Technology Society.

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Year:  2012        PMID: 22920810      PMCID: PMC3440155          DOI: 10.1177/193229681200600415

Source DB:  PubMed          Journal:  J Diabetes Sci Technol        ISSN: 1932-2968


  31 in total

1.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions.

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Journal:  Contemp Educ Psychol       Date:  2000-01

2.  The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults.

Authors:  Lee E F Graves; Nicola D Ridgers; Karen Williams; Gareth Stratton; Greg Atkinson; Nigel T Cable
Journal:  J Phys Act Health       Date:  2010-05

3.  The health benefits of interactive video game exercise.

Authors:  Darren E R Warburton; Shannon S D Bredin; Leslie T L Horita; Dominik Zbogar; Jessica M Scott; Ben T A Esch; Ryan E Rhodes
Journal:  Appl Physiol Nutr Metab       Date:  2007-08       Impact factor: 2.665

4.  Metabolic requirements of interactive video game cycling.

Authors:  Darren E R Warburton; Daniel Sarkany; Mika Johnson; Ryan E Rhodes; Warren Whitford; Ben T A Esch; Jessica M Scott; Shirley C Wong; Shannon S D Bredin
Journal:  Med Sci Sports Exerc       Date:  2009-04       Impact factor: 5.411

5.  The motivating role of violence in video games.

Authors:  Andrew K Przybylski; Richard M Ryan; C Scott Rigby
Journal:  Pers Soc Psychol Bull       Date:  2009-02

Review 6.  A review and meta-analysis of affective judgments and physical activity in adult populations.

Authors:  Ryan E Rhodes; Bonnie Fiala; Mark Conner
Journal:  Ann Behav Med       Date:  2009-12

7.  The evolving definition of "sedentary".

Authors:  Russell R Pate; Jennifer R O'Neill; Felipe Lobelo
Journal:  Exerc Sport Sci Rev       Date:  2008-10       Impact factor: 6.230

8.  METs in adults while playing active video games: a metabolic chamber study.

Authors:  Motohiko Miyachi; Kenta Yamamoto; Kazunori Ohkawara; Shigeho Tanaka
Journal:  Med Sci Sports Exerc       Date:  2010-06       Impact factor: 5.411

9.  Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial.

Authors:  Ryan E Rhodes; Darren E R Warburton; Shannon S D Bredin
Journal:  Psychol Health Med       Date:  2009-12       Impact factor: 2.423

10.  Television viewing time and mortality: the Australian Diabetes, Obesity and Lifestyle Study (AusDiab).

Authors:  D W Dunstan; E L M Barr; G N Healy; J Salmon; J E Shaw; B Balkau; D J Magliano; A J Cameron; P Z Zimmet; N Owen
Journal:  Circulation       Date:  2010-01-11       Impact factor: 29.690

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  14 in total

1.  Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy.

Authors:  Deborah I Thompson; Dora Cantu; Chishinga Callender; Yan Liu; Mayur Rajendran; Madhur Rajendran; Yuting Zhang; Zhigang Deng
Journal:  Games Health J       Date:  2018-02-06

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.  Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia.

Authors:  Heather Leutwyler; Erin M Hubbard; Glenna A Dowling
Journal:  Games Health J       Date:  2014-05-28

Review 4.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

Review 5.  Exergaming as a strategic tool in the fight against childhood obesity: a systematic review.

Authors:  Carminda Maria Goersch Fontenele Lamboglia; Vanina Tereza Barbosa Lopes da Silva; José Eurico de Vasconcelos Filho; Mônica Helena Neves Pereira Pinheiro; Marilene Calderaro da Silva Munguba; Francisco Valmar Isaias Silva Júnior; Fernando Alberto Ramirez de Paula; Carlos Antônio Bruno da Silva
Journal:  J Obes       Date:  2013-11-11

6.  High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

Authors:  Deborah F Tate; Elizabeth J Lyons; Carmina G Valle
Journal:  Diabetes Spectr       Date:  2015-01

7.  Smartphone apps to improve fitness and increase physical activity among young people: protocol of the Apps for IMproving FITness (AIMFIT) randomized controlled trial.

Authors:  Artur Direito; Yannan Jiang; Robyn Whittaker; Ralph Maddison
Journal:  BMC Public Health       Date:  2015-07-11       Impact factor: 3.295

8.  Energy expenditure and affect responses to different types of active video game and exercise.

Authors:  Javier Monedero; Enda E Murphy; Donal J O'Gorman
Journal:  PLoS One       Date:  2017-05-01       Impact factor: 3.240

9.  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

10.  Exposure to "Exergames" Increases Older Adults' Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study.

Authors:  Marie-Louise Bird; Brodie Clark; Johanna Millar; Sue Whetton; Stuart Smith
Journal:  JMIR Serious Games       Date:  2015-11-27       Impact factor: 4.143

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