Literature DB >> 29333996

Energy Expenditure and Intensity of Active Video Games in Children and Adolescents.

Karina L R Canabrava1, Fernanda R Faria1, Jorge R P de Lima2, Dartagnan P Guedes3, Paulo R S Amorim1.   

Abstract

PURPOSE: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents.
METHOD: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr walks, and during active games (Adventure, Boxing I, Boxing II, and Dance). During walking and active games, we also assessed physical activity using an accelerometer.
RESULTS: The energy expenditure of the active games Adventure, Boxing I, Boxing II, and Dance was similar to that of treadmill walking at 5 km/hr in boys and girls. Heart rate was significantly higher for the game Adventure compared with walking at 3 km/hr, 4 km/hr, and 5 km/hr and the game Dance in both genders. The heart rate of girls during the games Adventure and Dance was significantly higher compared with boys. There was a statistically significant difference (p < .05, with an effect size ranging from 0.40 to 3.54) in the counts·min-1, measured through accelerometry, between activities.
CONCLUSION: XBOX 360 Kinect games provide energy expenditure and physical activity of moderate intensity for both genders. The use of active video games can be an interesting alternative to increase physical activity levels.

Entities:  

Keywords:  Accelerometry; physical activity; sedentary behavior

Mesh:

Year:  2018        PMID: 29333996     DOI: 10.1080/02701367.2017.1411577

Source DB:  PubMed          Journal:  Res Q Exerc Sport        ISSN: 0270-1367            Impact factor:   2.500


  3 in total

1.  Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender.

Authors:  Cristina Comeras-Chueca; Lorena Villalba-Heredia; Marcos Pérez-Llera; Gabriel Lozano-Berges; Jorge Marín-Puyalto; Germán Vicente-Rodríguez; Ángel Matute-Llorente; José A Casajús; Alejandro González-Agüero
Journal:  Int J Environ Res Public Health       Date:  2020-09-15       Impact factor: 3.390

2.  Comparative Effectiveness of Artificial Intelligence-Based Interactive Home Exercise Applications in Adolescents with Obesity.

Authors:  Wonjun Oh; Yeongsang An; Seunghwa Min; Chanhee Park
Journal:  Sensors (Basel)       Date:  2022-09-28       Impact factor: 3.847

3.  Heavy screen users are the heaviest among 10,000 children.

Authors:  Elina Engberg; Rejane A O Figueiredo; Trine B Rounge; Elisabete Weiderpass; Heli Viljakainen
Journal:  Sci Rep       Date:  2019-08-01       Impact factor: 4.379

  3 in total

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