OBJECTIVE: To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360. DESIGN: Comparison study. SETTING: Kirkby Sports College Centre for Learning, Liverpool, England. PARTICIPANTS: Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years. MAIN EXPOSURE: A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer. MAIN OUTCOME MEASURES: Heart rate, oxygen uptake, and energy expenditure. RESULTS: Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min-1 · kg-1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min-1, respectively. CONCLUSIONS: Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h-1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.
OBJECTIVE: To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360. DESIGN: Comparison study. SETTING: Kirkby Sports College Centre for Learning, Liverpool, England. PARTICIPANTS: Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years. MAIN EXPOSURE: A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer. MAIN OUTCOME MEASURES: Heart rate, oxygen uptake, and energy expenditure. RESULTS: Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min-1 · kg-1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min-1, respectively. CONCLUSIONS: Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h-1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.
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
Authors: Evelim L F D Gomes; Celso R F Carvalho; Fabiana Sobral Peixoto-Souza; Etiene Farah Teixeira-Carvalho; Juliana Fernandes Barreto Mendonça; Roberto Stirbulov; Luciana Maria Malosá Sampaio; Dirceu Costa Journal: PLoS One Date: 2015-08-24 Impact factor: 3.240