| Literature DB >> 24917824 |
Lee A Siegmund1, Jonathan B Naylor1, Antonio S Santo2, Jacob E Barkley3.
Abstract
UNLABELLED: Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing the "exergame" (Wii) more motivating than the sedentary video game (Playstation 2) when with a peer. Seventeen children (age 8.5 ± 0.4 years) rested, played the sedentary video game and "exergame" for 10 min each, in two conditions: one in which the children rested/played the games alone (alone condition) and another in which they played with a peer (peer condition). Oxygen consumption (VO2), and liking (visual analog scale) was assessed for each 10-min condition. After three 10-min resting/gaming conditions, motivation was assessed using a relative reinforcing value task in which children performed computer mouse presses to gain additional access for either the sedentary video game or "exergame." VO2 was greater (p < 0.001) during "exergame" play (mean = 12.17 ± 4.1 ml·kg(-1)·min(-1)) vs. rest (mean = 5.14 ± 1.46 ml·kg(-1)·min(-1)) and the sedentary video game (mean = 5.83 ± 2.1 ml·kg(-1)·min(-1)). During the peer condition, there were no significant differences (p > 0.05) in VO2 relative to the alone condition. In an exploratory analysis boys exhibited a greater (p = 0.02) increase in VO2 from rest to "exergame" (Δ 9.0 ± 3.7 ml·kg(-1)·min(-1)), relative to girls (Δ 4.9 ± 2.9 ml·kg(-1)·min(-1)). Boys showed a significantly greater increase (p = 0.05) in VO2 from the resting condition to "exergame" in the presence of a peer (Δ 11.1 ± 5.3 ml·kg(-1)·min(-1)) vs. the alone condition (Δ 6.8 ± 3.1 ml·kg(-1) ·min(-1)). Liking was significantly (p < 0.001) greater for "exergame" (7.7 ± 1.9 cm) and the sedentary video game (8.3 ± 1.3 cm) relative to rest (4.0 ± 2.8 cm). Motivation for "exergame" significantly decreased (p = 0.03) from alone (340.8 ± 106.8 presses) to the peer condition (147.8 ± 81.6 presses).Entities:
Keywords: motivation; peer influence; physically interactive; relative reinforcing value; video games
Year: 2014 PMID: 24917824 PMCID: PMC4040886 DOI: 10.3389/fphys.2014.00202
Source DB: PubMed Journal: Front Physiol ISSN: 1664-042X Impact factor: 4.566
Physical characteristics.
| Boys | 8.8 ± 0.5 | 31.4 ± 2.2 | 132.2 ± 2.9 | 17.7 ± 0.5 | 73 ± 5.5 |
| Girls | 8.2 ± 0.5 | 33.5 ± 4.0 | 131.8 ± 4.5 | 18.7 ± 1.3 | 70.5 ± 9.3 |
| Total | 8.5 ± 0.4 | 32.3 ± 2.2 | 132.1 ± 2.6 | 18.2 ± 0.7 | 71.8 ± 5.1 |
Data are means ± s.e.m.
Omnibus table of means for VO.
| VO2(ml·kg−1·min−1) | 5.2 ± 0.7 | 5.82 ± 0.7 | 11.3 ± 1.2 | 5.1 ± 0.6 | 5.9 ± 0.7 | 12.9 ± 1.1 |
| Liking (cm.) | 3.4 ± 0.7 | 8.1 ± 0.6 | 8.2 ± 0.5 | 4.5 ± 0.9 | 8.5 ± 0.4 | 7.1 ± 0.7 |
| RPE (scale from 1–10) | 1.7 ± 0.5 | 2.1 ± 0.5 | 3.0 ± 0.7 | 2.0 ± 0.5 | 1.9 ± 0.6 | 4.3 ± 0.6 |
Data are means ± s.e.m.
Kilocalories (kcal) per minute.
| Boys | 0.73 ± 0.22 | 1.00 ± 0.33 | 2.1 ± 0.59 |
| Girls | 0.92 ± 0.4 | 0.86 ± 0.46 | 1.72 ± 0.78 |
| All | 0.82 ± 0.32 | 0.94 ± 0.39 | 1.93 ± 0.69 |
Data are means ± s.e.m.
Figure 1VO. In the peer condition males had significantly greater (p = 0.02) increase (Δ 11.1 ± 5.3 ml kg−1 min−1) in VO2 from rest to “exer game” (Wii™) versus the alone condition (Δ 6.8 ± 3.1 ml kg−1 min−1), (upper panel). Females showed no significant change (p ≥ 0.44) from alone to peer for any gaming conditions (lower panel). PS2, Playstation 2™ (sedentary game).
Figure 2VO. There was a significant increase (p = 0.02) in VO2 from the resting condition to “exergame” (Wii™) in boys but not girls. PS2, Playstation 2™ (sedentary game).
Figure 3Mean ± s.e.m. for O. Sedentary video game significantly increased (p = 0.05) from the alone to the peer condition, while scores for the “exergame” significantly decreased (p = 0.04) from alone to the peer condition. *Above the grey bar on the left = a significant (p = 0.05) increase in motivation for PS2 (sedentary game/Playstation 2™) from the alone condition to the peer condition. *Above the grey bar on the right = a significant (p = 0.04) decrease in motivation for the Wii (exergame/Nintendo Wii™) from the alone condition to the peer condition.