Literature DB >> 23660574

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

Keith E Naugle1, Kelly M Naugle, Erik A Wikstrom.   

Abstract

Active-video gaming is purported to produce similar cardiovascular responses as aerobic fitness activities. This study compared the emotional and cardiovascular effects of Wii games with those of traditional exercise in college-aged adults with different exercise backgrounds. Specifically, the percentage of heart rate reserve, rate of perceived exertion (RPE), level of enjoyment, and Positive and Negative Affect Schedule scores were compared between subjects who reported exercising frequently at high intensities (high-intensity exerciser group: age = 20.18 years [0.87]; Height = 165.23 cm [9.97]; Mass = 62.37 kg [11.61]), N = 11 and those who exercise more often at lower intensities (low-intensity exercisers group: age = 20.72 years [1.19]; Height = 164.39 cm [8.05]; Mass = 68.04 kg [10.71]), N = 11. The subjects completed six 20-minute exercises sessions: treadmill walking, stationary cycling, and Wii's Tennis, Boxing, Cycling, and Step. The low-intensity exerciser group achieved a greater percentage of heart rate reserve (a) during traditional exercise compared with that during Wii boxing, (b) playing Wii boxing compared with that for Wii tennis, and (c) playing Wii boxing compared with that when the high-intensity exercisers group played any Wii games (p < 0.05). The RPE was greater for boxing and cycling compared with that for tennis and step (p < 0.05). Ratings of enjoyment and the increase in positive emotion were greater for boxing and for tennis compared with those for traditional exercises (p < 0.05). Results suggest that Wii boxing shows the greatest potential as a cardiovascular fitness tool among the Wii games, particularly for individuals who typically exercise at lower intensities.

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Mesh:

Year:  2014        PMID: 23660574      PMCID: PMC4981175          DOI: 10.1519/JSC.0b013e31829999c3

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


  33 in total

1.  The effects of training on heart rate; a longitudinal study.

Authors:  M J KARVONEN; E KENTALA; O MUSTALA
Journal:  Ann Med Exp Biol Fenn       Date:  1957

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.  The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii.

Authors:  Lee E F Graves; Nicola D Ridgers; Gareth Stratton
Journal:  Eur J Appl Physiol       Date:  2008-07-08       Impact factor: 3.078

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

Authors:  Peter C Douris; Brittany McDonald; Frank Vespi; Nancy C Kelley; Lawrence Herman
Journal:  J Strength Cond Res       Date:  2012-04       Impact factor: 3.775

6.  Affect, exercise, and physical activity among healthy adolescents.

Authors:  Margaret Schneider; Andrea Dunn; Daniel Cooper
Journal:  J Sport Exerc Psychol       Date:  2009-12       Impact factor: 3.016

7.  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

8.  Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association.

Authors:  William L Haskell; I-Min Lee; Russell R Pate; Kenneth E Powell; Steven N Blair; Barry A Franklin; Caroline A Macera; Gregory W Heath; Paul D Thompson; Adrian Bauman
Journal:  Med Sci Sports Exerc       Date:  2007-08       Impact factor: 5.411

9.  Energy expenditure and cardiovascular responses to seated and active gaming in children.

Authors:  Robin R Mellecker; Alison M McManus
Journal:  Arch Pediatr Adolesc Med       Date:  2008-09

Review 10.  Exercise, affect, and adherence: an integrated model and a case for self-paced exercise.

Authors:  David M Williams
Journal:  J Sport Exerc Psychol       Date:  2008-10       Impact factor: 3.016

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  10 in total

1.  Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.

Authors:  Shane Chanpimol; Kimberly Benson; Heidi Maloni; Susan Conroy; Mitchell Wallin
Journal:  Arch Physiother       Date:  2020-10-01

Review 2.  Nintendo related injuries and other problems: review.

Authors:  Maarten B Jalink; Erik Heineman; Jean-Pierre E N Pierie; Henk O ten Cate Hoedemaker
Journal:  BMJ       Date:  2014-12-16

3.  Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.

Authors:  Federica Pallavicini; Alessandro Pepe
Journal:  JMIR Serious Games       Date:  2020-06-17       Impact factor: 4.143

4.  Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population.

Authors:  Federica Pallavicini; Ambra Ferrari; Fabrizia Mantovani
Journal:  Front Psychol       Date:  2018-11-07

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.  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

8.  Effects of exergaming in postmenopausal women with high cardiovascular risk: A randomized controlled trial.

Authors:  Eun-Ah Jo; Shan-Shan Wu; Hyung-Rae Han; Jung-Jun Park; Saejong Park; Kyoung-Im Cho
Journal:  Clin Cardiol       Date:  2019-12-28       Impact factor: 2.882

9.  Impact of Exergaming on Children's Motor Skill Competence and Health-Related Fitness: A Quasi-Experimental Study.

Authors:  Sunyue Ye; Jung Eun Lee; David F Stodden; Zan Gao
Journal:  J Clin Med       Date:  2018-09-07       Impact factor: 4.241

10.  Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit.

Authors:  Tamires Teixeira Gomes; Debora Stripari Schujmann; Carolina Fu
Journal:  Rev Bras Ter Intensiva       Date:  2019 Oct-Dec
  10 in total

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