| Literature DB >> 32942663 |
Cristina Comeras-Chueca1,2,3, Lorena Villalba-Heredia2,3,4, Marcos Pérez-Llera2,3, Gabriel Lozano-Berges1,2,3, Jorge Marín-Puyalto2,3, Germán Vicente-Rodríguez1,2,3, Ángel Matute-Llorente1,2,3, José A Casajús2,3,4, Alejandro González-Agüero1,2,3.
Abstract
(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2)Entities:
Keywords: active video games; children; energy expenditure; gender differences; obesity
Year: 2020 PMID: 32942663 PMCID: PMC7560235 DOI: 10.3390/ijerph17186714
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Participant characteristics.
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| Age (years) | 10.1 ± 1.0 | 10.3 ± 1.0 | 9.8 ± 1.0 | 0.20 | 0.116 |
| Weight (kg) | 56.3 ± 10.7 | 60.1 ± 10.9 | 51.0 ± 8.1 * | 0.36 | 0.004 |
| Height (cm) | 146.6 ± 7.6 | 149.1 ± 6.0 | 143.1 ± 8.4 * | 0.37 | 0.008 |
| BMI a (kg/m2) | 26.0 ± 3.2 | 26.9 ± 3.6 | 24.8 ± 2.3 * | 0.26 | 0.030 |
| BMI percentile | 97.22 ± 2.4 | 97.6 ± 2.1 | 96.7 ± 2.7 | 0.39 | 0.201 |
| VO2peak (mL·kg·min) | 32.5 ± 5.4 | 32.8 ± 6.1 | 32.1 ± 4.4 | 0.06 | 0.650 |
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| Age (years) | - | 10.6 ± 0.7 | 10.1 ± 1.0 | 0.49 | 0.117 |
| Weight (kg) | - | 49.9 ± 6.9 | 60.9 ± 10.7 † | 1.22 | 0.000 |
| Height (cm) | - | 145.5 ± 7.2 | 147.3 ± 8.0 | 0.24 | 0.438 |
| BMI a (kg/m2) | - | 23.4 ± 1.5 | 27.9 ± 2.9 † | 1.94 | 0.000 |
| BMI percentile | - | 95.4 ± 2.7 | 98.58 ± 0.5 | 1.65 | 0.000 |
| VO2peak (mL·kg·min) | - | 34.0 ± 5.3 | 31.4 ± 5.2 | 0.50 | 0.106 |
a BMI: Body Mass Index; * indicates a statistically significant difference between boys and girls (p < 0.05); † indicates a statistically significant difference between children with overweight and obesity (p < 0.05); Cohen’s d can be small (0.2–0.5), medium (0.5–0.8), or large (>0.8).
Energy expenditure for the whole session, each AVG a, and exercise without AVG a.
| Variable | N | Kcal/min ( | METs a | Average Heart Rate |
|---|---|---|---|---|
| Complete session | 45 | 5.25 ± 1.3 | 5.42 ± 1.3 | 134.52 ± 14.4 |
| BKOOL | 43 | 5.38 ± 1.2 | 5.61 ± 1.2 | 145.7 ± 12.0 |
| Nintendo Wii | 40 | 4.38 ± 1.0 * | 4.63 ± 1.2 * | 133.76 ± 10.9 * |
| Xbox Kinect | 44 | 4.64 ± 1.0 | 4.83 ± 1.1 | 135.20 ± 13.5 * |
| Dance Mats | 40 | 4.70 ± 1.5 | 4.83 ± 1.3 | 136.59 ± 12.2 * |
| Nintendo Switch (Ring Fit) | 23 | 4.88 ± 2.0 | 4.80 ± 1.5 | 137.57 ± 14.8 |
| Exercise | 44 | 4.68 ± 1.2 | 4.81 ± 1.3 | 132.94 ± 12.2 * |
a AVG: active video game; METs: metabolic equivalents; * indicates a statistically significant difference with BKOOL (p < 0.05).
Figure 1Energy expenditure for the whole session, each AVG, and exercise without AVG categorized by gender. * Indicates a statistically significant difference between boys and girls (p < 0.05). (a) Energy expenditure measured in kcal/min; (b) Energy expenditure measured in MET.
Figure 2Energy expenditure for the whole session, each AVG, and exercise without AVG categorized by BMI status. (a) Energy expenditure measured in kcal/min; (b) Energy expenditure measured in MET.