| Literature DB >> 28701720 |
Pooya Soltani1,2,3, Pedro Figueiredo4, João Ribeiro5, Ricardo J Fernandes5,6, João Paulo Vilas-Boas5,6.
Abstract
Active video games (exergames) may provide short-term increase in energy expenditure. We explored the effects of gender and prior experience on aerobic and anaerobic energy systems contributions, and the activity profiles of 40 participants playing with a swimming exergame. We recorded oxygen consumption and assessed blood lactate after each swimming technique. We also filmed participants' gameplays, divided them into different phases and tagged them as active or inactive. Anaerobic pathway accounted for 8.9 ± 5.6% of total energy expenditure and although experienced players were less active compared to novice counterparts (η² < 0.15, p < 0.05), physiological measures were not different between performing groups. However, players with real-swimming experience during the first technique had higher heart rate (partial-η² = 0.09, p < 0.05). Our results suggest that short-term increase in physiological measures might happen in the beginning of gameplay because of unfamiliarity with the game mechanics. Despite low levels of activity compared to real sport, both aerobic and anaerobic energy systems should be considered in the evaluation of exergames. Game mechanics (involving the whole body) and strategies to minimize pragmatic play might be used for effective and meaningful game experience.Entities:
Mesh:
Year: 2017 PMID: 28701720 PMCID: PMC5507866 DOI: 10.1038/s41598-017-05583-8
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Typical oxygen consumption (black line) and heart rate (grey line) behaviour during a bout of swimming exergame during the rest period (A), front crawl (B), backstroke (C), breaststroke (D), butterfly (E) and Hype phase (H).
Mean ± SD physiological parameters and activity profile in different exergame performing groups.
| Variables | Swimming experience | Exergame experience | Gender | ||||
|---|---|---|---|---|---|---|---|
| Swimmer (N=16) | Non-swimmer (N=24) | Experienced (N=24) | Novice (N=16) | Male (N=31) | Female (N=9) | ||
| Age | 24.1 ± 4.9 | 23.7 ± 4.2 | 24.3 ± 5.1 | 23.1 ± 3.2 | 23.3 ± 3.7 | 25.5 ± 6.3 | |
| Height (cm) | 173.9 ± 8.3 | 174.0 ± 6.3 | 173.5 ± 7.2 | 174.7 ± 7.0 | 176.2 ± 5.8 | 166.1 ± 5.1 | |
| Body mass (kg) | 71.6 ± 11.4 | 72.0 ± 11.2 | 71.5 ± 9.7 | 72.4 ± 13.4 | 74.6 ± 1.7 | 62.4 ± 6.8 | |
| BLa (mmol.l−1) | BLaACTIVITY | 3.0 ± 1.4 | 2.3 ± 0.8 | 2.4 ± 1.0 | 3.0 ± 1.3 | 2.7 ± 1.2 | 2.1 ± 0.5 |
| Crawl | 3.0 ± 3.0 | 2.0 ± 0.7 | 2.1 ± 1.6 | 3.0 ± 2.7 | 2.5 ± 2.3 | 2.0 ± 0.7 | |
| Backstroke | 2.7 ± 1.0 | 2.1 ± 0.8 | 2.2 ± 0.9 | 2.7 ± 1.0 | 2.5 ± 1.0 | 1.9 ± 0.6 | |
| Breaststroke | 3.0 ± 0.9 | 2.5 ± 0.6 | 2.6 ± 0.7 | 3.0 ± 0.9 | 2.8 ± 0.8 | 2.3 ± 0.5 | |
| Butterfly | 3.3 ± 2.1 | 2.7 ± 1.4 | 2.6 ± 1.4 | 3.5 ± 2.1 | 3.1 ± 1.9 | 2.4 ± 0.8 | |
| EE (kJ) | EETOTAL | 113.4 ± 40.4 | 97.4 ± 24.1 | 95.3 ± 24.4 | 119.3 ± 39.5 | 111.0 ± 33.5 | 82.2 ± 15.7 |
| EELAC | 12.9 ± 11.6 | 7.8 ± 5.0 | 7.9 ± 6.7 | 13.5 ± 10.6 | 11.3 ± 9.4 | 5.7 ± 2.7 | |
| EEAER | 100.5 ± 32.8 | 89.6 ± 23.0 | 87.4 ± 22.4 | 105.8 ± 32.6 | 99.7 ± 28.6 | 76.4 ± 14.6 | |
| Lactic (%) | 10.2 ± 6.6 | 8.0 ± 4.8 | 8.0 ± 5.5 | 10.5 ± 5.8 | 9.6 ± 6.2 | 6.8 ± 2.7 | |
| Aerobic (%) | 89.7 ± 6.6 | 91.9 ± 4.8 | 91.9 ± 5.5 | 89.4 ± 5.8 | 90.3 ± 6.2 | 93.0 ± 2.7 | |
| HR (bpm) | HRTOTAL | 94.1 ± 18.3 | 85.5 ± 12.5 | 88.4 ± 16.9 | 89.8 ± 13.5 | 88.3 ± 15.6 | 91.2 ± 15.4 |
| HRACTIVITY | 105.7 ± 15.7 | 97.9 ± 13.9 | 99.0 ± 13.1 | 104.0 ± 17.5 | 99.2 ± 14.7 | 107.3 ± 15.1 | |
| Crawl | 105.9 ± 17.9* | 96.8 ± 11.8 | 100.0 ± 15.3 | 101.1 ± 15.1 | 98.8 ± 15.8 | 106.1 ± 11.0 | |
| Backstroke | 105.8 ± 13.8 | 103.0 ± 16.6 | 101.6 ± 12.0 | 108.0 ± 19.4 | 102.1 ± 14.9 | 111.1 ± 16.3 | |
| Breaststroke | 105.4 ± 17.8 | 99.3 ± 16.9 | 96.9 ± 15.0 | 104.5 ± 19.6 | 98.2 ± 17.0 | 106.0 ± 17.3 | |
| Butterfly | 106.0 ± 15.8 | 98.2 ± 16.9 | 97.8 ± 15.5 | 103.7 ± 17.0 | 98.3 ± 16.3 | 106.4 ± 18.8 | |
| RPE | RPEACTIVITY | 2.9 ± 1.1 | 3.0 ± 1.2 | 2.8 ± 1.2 | 3.2 ± 1.2 | 2.9 ± 1.2 | 3.2 ± 1.4 |
| Crawl | 2.6 ± 1.3 | 2.0 ± 1.2 | 2.1 ± 1.3 | 2.4 ± 1.2 | 2.2 ± 1.3 | 2.2 ± 1.3 | |
| Backstroke | 2.8 ± 1.0 | 3.0 ± 1.6 | 2.6 ± 1.3 | 3.4 ± 1.5 | 2.7 ± 1.3 | 3.6 ± 1.5 | |
| Breaststroke | 3.0 ± 1.4 | 3.2 ± 1.5 | 3.0 ± 1.5 | 3.3 ± 1.5 | 3.0 ± 1.4 | 3.5 ± 1.6 | |
| Butterfly | 3.4 ± 1.7 | 4.0 ± 1.5 | 3.6 ± 1.7 | 3.9 ± 1.3 | 3.8 ± 1.5 | 3.6 ± 1.9 | |
| Activity profile | Active (%) | 54.5 ± 4.4 | 58.5 ± 9.5 | 55.8 ± 8.6 | 58.6 ± 7.1 | 56.4 ± 7.2 | 58.5 ± 10.9 |
| Rest (%) | 44.3 ± 5.0 | 44.0 ± 7.8 | 45.5 ± 7.2 | 42.0 ± 5.4 | 43.3 ± 6.1 | 47.0 ± 8.3 | |
| E:R | 1.2 ± 0.2 | 1.3 ± 0.4 | 1.2 ± 0.3 | 1.4 ± 0.3 | 1.3 ± 0.3 | 1.2 ± 0.2 | |
Aerobic: relative aerobic percentage; BLa: blood lactate; EE: energy expenditure; EEAER: aerobic energy contribution; EELAC: anaerobic energy contribution; EETOTAL: total energy expenditure; E:R: effort to rest ratio; HR: heart rate; HRACTIVITY: mean HR during the four swimming events; Lactic: relative anaerobic lactic percentage; HRTOTAL: HR from the onset of activity until the end of the last technique; N: number; RPE: rate of perceived exertion; RPEACTIVITY: mean RPE during the four swimming technique.
Figure 2Mean TPT, RT and EPT in different performing groups (TPT: total playing time; RT: rest time; EPT: effective playing time; * and **: differences between TPT and EPT).
Coding front crawl technique during swimming exergame for notational analysis.
| Phase | Tag | Description |
|---|---|---|
| Introduction | RT | Stepping in front of the sensor. |
| Shake to play | EPT | Shaking hand in a semi-circular movement for the sensor to detect the player. |
| Profile selection | EPT | Player signs in with his/her gaming preferences or as a guest. |
| Position adjustment | RT | Visual feedback to ask the player to stand within the visibility of the Kinect. |
| Mode and technique | EPT | Selecting single player or multi player and type of swimming technique. |
| Press start | EPT | Pressing start button. |
| Presentation | RT, Skip | Player watches a brief video instruction about how to play the game. |
| Loading | RT | Player waits for the game to be loaded. |
| Hype the crowd | RT, EPT, Skip | Players can move their body to cheer the audience and get extra points. In fact, |
| Start | EPT | Player bends forward with both hands in front. After seeing the audio-visual command, they extend their back and stand with their hands in front (In backstroke, the start includes bending the knees with holding hands in front, extending the knees, standing and raising the hands up after the audio-visual command). |
| Swim | EPT | Swimming according to the technique. |
| Return | RT, EPT | Extending one arm after seeing the visual feedback to reach to an imaginary wall and return. |
| Swim | EPT | Continuing the swimming according to the technique. |
| Push the limit (PTL) | EPT | Player could swim without any feedback and as fast as possible. |
| End | EPT | Player drops both arms and raises one arm to terminate the race. |
| Continue to game | EPT | Player selects another technique. |
EPT: effective playing time; RT: resting time; Skip: the player has the options to rest, play, or skip this part using auditory commands.