| Literature DB >> 29021913 |
Trine Moholdt1, Stian Weie2, Konstantinos Chorianopoulos2, Alf Inge Wang2, Kristoffer Hagen2.
Abstract
OBJECTIVES: Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame.Entities:
Keywords: intensity; intermittent exercise; motivation; physical activity; technology
Year: 2017 PMID: 29021913 PMCID: PMC5633750 DOI: 10.1136/bmjsem-2017-000258
Source DB: PubMed Journal: BMJ Open Sport Exerc Med ISSN: 2055-7647
Participants’ characteristics
| Characteristics | n=8 |
| Age (years) | 23.9±0.6 |
| Weight (kg) | 85.1±9.0 |
| Height (m) | 1.83±0.5 |
| Body mass index (kg/m2) | 25.4±3.8 |
| Exercise (hours/week) | 1.9±1.9 |
| Gaming (hours/week) | 18.4±10.5 |
Figure 1(A) Experimental set-up of PLAY. (B) The Pedal Tanks exergame.
Figure 2Exercise intensity during WALK (black bars) and PLAY (white bars). Error bars represent SD. HR, heart rate.
Time spent in different heart rate (HR) zones during WALK and PLAY
| HR zone | Absolute time (min) | p | Relative time in % of whole activity time | p | ||
| Walk | Play | Walk | Play | |||
| 50%–59% of HRmax | 8.7±4.9 | 4.4±3.9 | 0.02 | 55.4±29.6 | 9.8±8.1 | 0.02 |
| 60%–69% of HRmax | 4.8±4.7 | 9.4±2.1 | 0.04 | 26.9±25.1 | 20.3±5.2 | 0.67 |
| 70%–79% of HRmax | 0.7±0.9 | 9.3±3.0 | 0.01 | 4.6±7.0 | 20.2±5.8 | 0.01 |
| 80%–89% of HRmax | – | 12.5±5.3 | 0.01 | – | 26.7±11.3 | 0.01 |
| ≥90% of HRmax | – | 5.5±4.6 | 0.01 | – | 11.8±9.6 | 0.01 |
Not reported when HR ≤49% of HRmax during activites (11.2% in PLAY and 12.7% in WALK).
Figure 3Heart rate (HR) curve of one participant during PLAY.
Figure 4Self-rated level of enjoyment during WALK (black bar) and PLAY (white bar). Error bars represent SD.