| Literature DB >> 27182377 |
Nicole M Mullins1, Kathryn A Tessmer1, Michele L McCarroll2, Brian P Peppel1.
Abstract
Physically active video gaming (AVG) provides a technologically-modern, convenient means of increasing physical activity (PA). This study examined cardiovascular, metabolic, and perceptual responses in young adult (AP) and older adult (OP) participants engaging in Wii FitTM AVG play, and compared PA levels during play to recommended PA levels. Heart rate (HR), percent heart rate reserve (%HRR), oxygen consumption (VO2), energy expenditure (EE), rating of perceived exertion (RPE), enjoyment level (EL), and step count data were obtained from 10 YP and 10 OP during 15 minutes of rest and four 15-minute bouts of Wii FitTM activities (yoga, balance, aerobics, strength). For all participants, AVG significantly increased HR, VO2, and EE measures above rest, with significant between-activity differences. Responses were similar between YP and OP, except that the activities were more intense for OP, in terms of %HRR and RPE. Most games elicited responses consistent with light-intensity PA, though peak HR and VO2 values for aerobic and strength games met or approached recommended PA intensities. Wii FitTM appears to provide an enjoyable form of light PA for both YP and OP, which can reduce inactive screen time and provide beneficial cardiovascular, musculoskeletal, and metabolic stimulation.Entities:
Keywords: Active video gaming; energy expenditure; exergaming; physical activity; screen time
Year: 2012 PMID: 27182377 PMCID: PMC4738986
Source DB: PubMed Journal: Int J Exerc Sci ISSN: 1939-795X
Mean (SD) descriptive characteristics of young (YP) and older adult (OP) participants.
| YP (n=10) | OP (n=10) | |
|---|---|---|
| 21.4 ± 2.27 | 58.0 ± 6.58 | |
| 1.7 ± 1.2 | 1.7 ± 0.9 | |
| 84.1 ± 20.77 | 83.8 ± 14.95 | |
| 27.9 ± 5.27 | 29.4 ± 3.82 |
P<0.05
Mean (SD) heart rate (HR), percent heart rate reserve (%HRR), oxygen consumption (VO2), metabolic equivalents (METs), energy expenditure (EE), rating of perceived exertion (RPE), enjoyment level (EL), and step counts for Wii Fit™ activities for all participants.
| Activity | ||||
|---|---|---|---|---|
|
| ||||
| Yoga | Balance | Aerobics | Strength | |
|
| ||||
| 99.0 ± 15.4 | 98.1 ± 16.5 | 112.5 ± 12.5 | 111.8 ± 12.7 | |
| 109.8 ± 17.0 | 109.4 ± 17.6 | 132.9 ± 20.5 | 129.1 ± 18.8 | |
| 28.85 ± 16.04 | 27.93 ± 17.12 | 40.46 ± 13.41 | 39.75 ± 13.76 | |
| 4.79 ± 1.68 | 4.64 ± 1.36 | 8.44 ± 2.03 | 7.21 ± 1.59 | |
| 6.77 ± 2.26 | 7.00 ± 2.82 | 12.85 ± 3.99 | 10.24 ± 2.20 | |
| 1.37 ± .48 | 1.33 ± 0.39 | 2.41 ± 0.58 | 2.06 ± 0.45 | |
| 1.94 ± 0.65 | 2.00 ± 0.80 | 3.67 ± 1.14 | 2.93 ± 0.63 | |
| 1.98 ± 0.91 | 1.90 ± 0.70 | 3.44 ± 1.17 | 2.95 ± 0.98 | |
| 2.79 ± 1.23 | 2.84 ± 1.25 | 5.24 ± 2.10 | 4.20 ± 1.41 | |
| 29.68 ± 13.66 | 28.44 ± 10.44 | 51.67 ± 17.54 | 44.23 ± 14.76 | |
| 9.57 ± 1.77 | 8.56 ± 1.38 | 11.37 ± 1.79 | 12.12 ± 2.41 | |
| 6.30 ± 2.16 | 7.60 ± 1.96 | 7.40 ± 2.21 | 5.90 ± 2.38 | |
| 40.74 ± 34.06 | 32.05 ± 37.78 | 627.63 ± 188.15 | 33.89 ± 29.93 | |
P<0.001 different from yoga and balance activities
P<0.01 different from yoga, balance, and aerobics activities
P<0.001 different from yoga, balance, and strength activities
P<0.05 different from balance and aerobic activities
P<0.05 different from yoga and balance activities
P<0.05 different from yoga, balance, and strength activities
Figure 1Mean (SD) percent heart rate reserve (%HRR) of young (YP) and older (OP) participants during Wii FitTM activities. Group values are significantly different at the P<0.01 level.
Figure 2Mean (SD) rating of perceived exertion (RPE) of young (YP) and older (OP) participants during Wii FitTM activities. Group values are significantly different at the P<0.001 level.