Literature DB >> 29354191

MEASUREMENT OF ENERGY EXPENDITURE WHILE PLAYING EXERGAMES AT A SELF-SELECTED INTENSITY.

Bryan L Haddock1, Sarah Jarvis1, Nicholas R Klug1, Tarah Gonzalez1, Bryan Barsaga1, Shannon R Siegel1, Linda D Wilkin1.   

Abstract

Exergames have been suggested as a possible alternative to traditional exercise in the general population. The purpose of this study was to examine the heart rate (HR) and energy expenditure (EE) of young adults playing several different exergames, while self-selecting the component of the game to play and the intensity. A total of 117 participants, 18-35 years of age, were evaluated on one of four active video games. Participants were free to choose any component of the given game to play and they played at a self-selected intensity. The average HR and EE during the individual games were compared to resting conditions and to the American College of Sports Medicine (ACSM) guidelines. The HR and EE increased above resting conditions during each game (p<0.05). When the results of all games were combined, the HR was 125.4 ± 20.0 bpm and the average EE was 6.7 ± 2.1 kcal/min. This HR represents an average percent of heart rate reserve of 44.6 ± 14.1, high enough to be considered moderate intensity exercise. If performed for 30 minutes a day, five days per week, the average EE would be 1,005 kcals, enough to meet the ACSM recommendations for weekly EE. Therefore, at least some exergames could be a component of an exercise program.

Entities:  

Keywords:  Exercise; Exergaming; Game Play; Heart Rate; Moderate Exercise; Video Games

Year:  2012        PMID: 29354191      PMCID: PMC5773087          DOI: 10.2174/1875399X01205010001

Source DB:  PubMed          Journal:  Open Sports Sci J


  18 in total

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Journal:  Eur J Appl Physiol       Date:  2008-07-08       Impact factor: 3.078

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4.  Energy expenditure while playing active and inactive video games.

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Journal:  Am J Health Behav       Date:  2010 Jan-Feb

5.  METs in adults while playing active video games: a metabolic chamber study.

Authors:  Motohiko Miyachi; Kenta Yamamoto; Kazunori Ohkawara; Shigeho Tanaka
Journal:  Med Sci Sports Exerc       Date:  2010-06       Impact factor: 5.411

6.  Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

Authors:  Shannon R Siegel; Bryan L Haddock; Andrea M Dubois; Linda D Wilkin
Journal:  Int J Exerc Sci       Date:  2009

7.  Heart rate and perceived exertion during self-selected intensities for exergaming compared to traditional exercise in college-age participants.

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8.  Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association.

Authors:  William L Haskell; I-Min Lee; Russell R Pate; Kenneth E Powell; Steven N Blair; Barry A Franklin; Caroline A Macera; Gregory W Heath; Paul D Thompson; Adrian Bauman
Journal:  Med Sci Sports Exerc       Date:  2007-08       Impact factor: 5.411

9.  Energy expenditure and cardiovascular responses to seated and active gaming in children.

Authors:  Robin R Mellecker; Alison M McManus
Journal:  Arch Pediatr Adolesc Med       Date:  2008-09

10.  Activity-promoting video games and increased energy expenditure.

Authors:  Lorraine Lanningham-Foster; Randal C Foster; Shelly K McCrady; Teresa B Jensen; Naim Mitre; James A Levine
Journal:  J Pediatr       Date:  2009-03-25       Impact factor: 4.406

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  1 in total

1.  Estimating physical activity energy expenditure with the Kinect Sensor in an exergaming environment.

Authors:  David Nathan; Du Q Huynh; Jonas Rubenson; Michael Rosenberg
Journal:  PLoS One       Date:  2015-05-22       Impact factor: 3.240

  1 in total

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