Literature DB >> 34055181

Physiological Responses to Active Video Games Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents.

Ramzi Majaj1,2,3, Trent Scott2, Ryan Moran2,3, Dana Kimberly2,3,4, Tamekia Jones2,3, Webb Smith2,3.   

Abstract

The purpose of this study was to examine the physiological responses to playing different active video games (AVG), as well as document the activity level exerted during AVG in relation to treadmill walking (TM) and watching television (TV). 20 youth (age 11-17 yr) with obesity were recruited from the Healthy Lifestyle Clinic and underwent testing under six randomized conditions: 1) TM, 2) TV, 3) Fitnexx, 4) river rush (RRH), 5) reflex ridge (RFR), and 6) space pop (SP). RRH, RFR, and SP are active video games for the Xbox 360. Fitnexx is a prototype AVG. Each test lasted approximately ten minutes each with ten minutes between conditions and participants wore a wireless physiological monitor (Zephyr BioHarness™3) for all tests. Physical activity was assessed via accelerometer, along with heart rate (HR). Rating of Perceived Exertion (RPE) was also gathered for each condition. Repeated-measures ANOVA examined condition differences. Subjects were age 13.3 ± 2.1 years old with BMI 38.7 ± 7.9 (kg·m·s-2). Fitnexx had the highest activity level (0.63 ± 0.19g ~ jog), while activity levels for TM (0.20 ± 0.04g), RRH (0.29 ± 0.05g), RFR (0.31 ± 0.07g), and SP (0.21 ± 0.05g) were moderate (~walk), Ps < 0.05. Fitnexx had the highest HR (157 ± 13 bpm; Ps < 0.001), compared to TM (117 ± 18 bpm), RRH (128 ± 19 bpm), RFR (127 ± 18 bpm), and SP (122 ± 17 bpm), which were statistically similar. Rating of Perceived Exertion (RPE) was highest for Fitnexx (5 ± 4 RPE) compared to TM (2 ± 1 RPE) on 0-10 scale. TV had lowest activity, HR, and RPE (p < 0.04). Given these results, AVG can increase activity levels in youth with obesity and has potential as a therapeutic tool for obese children.

Entities:  

Keywords:  Exercise program; obesity; physical activity

Year:  2021        PMID: 34055181      PMCID: PMC8136563     

Source DB:  PubMed          Journal:  Int J Exerc Sci        ISSN: 1939-795X


  38 in total

Review 1.  Use of active video games to increase physical activity in children: a (virtual) reality?

Authors:  Louise Foley; Ralph Maddison
Journal:  Pediatr Exerc Sci       Date:  2010-02       Impact factor: 2.333

2.  Active healthy living: prevention of childhood obesity through increased physical activity.

Authors: 
Journal:  Pediatrics       Date:  2006-05       Impact factor: 7.124

3.  Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.

Authors:  Wei Peng; Jih-Hsuan Lin; Julia Crouse
Journal:  Cyberpsychol Behav Soc Netw       Date:  2011-06-13

4.  Comparison of Physiological and Psychological Responses to Exergaming and Treadmill Walking in Healthy Adults.

Authors:  Rachel M Perron; Courtney A Graham; Eric E Hall
Journal:  Games Health J       Date:  2012-10-25

5.  Effects of active video games on body composition: a randomized controlled trial.

Authors:  Ralph Maddison; Louise Foley; Cliona Ni Mhurchu; Yannan Jiang; Andrew Jull; Harry Prapavessis; Maea Hohepa; Anthony Rodgers
Journal:  Am J Clin Nutr       Date:  2011-05-11       Impact factor: 7.045

6.  Prevalence and correlates of exergaming in youth.

Authors:  Erin K O'Loughlin; Erika N Dugas; Catherine M Sabiston; Jennifer L O'Loughlin
Journal:  Pediatrics       Date:  2012-10-01       Impact factor: 7.124

Review 7.  Exercise, affect, and adherence: an integrated model and a case for self-paced exercise.

Authors:  David M Williams
Journal:  J Sport Exerc Psychol       Date:  2008-10       Impact factor: 3.016

8.  Feasibility, safety and outcomes of playing Kinect Adventures!™ for people with Parkinson's disease: a pilot study.

Authors:  J E Pompeu; L A Arduini; A R Botelho; M B F Fonseca; S M A A Pompeu; C Torriani-Pasin; J E Deutsch
Journal:  Physiotherapy       Date:  2013-12-27       Impact factor: 3.358

9.  Self-efficacy and enjoyment of physical activity in children: factorial validity of two pictorial scales.

Authors:  Milena Morano; Laura Bortoli; Montse C Ruiz; Francesca Vitali; Claudio Robazza
Journal:  PeerJ       Date:  2019-07-29       Impact factor: 2.984

10.  Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.

Authors:  Michael Rosenberg; Ashleigh L Thornton; Brendan S Lay; Brodie Ward; David Nathan; Daniel Hunt; Rebecca Braham
Journal:  PLoS One       Date:  2016-07-21       Impact factor: 3.240

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