Activity and Energy Expenditure in Older People Playing Active Video Games

2012 ◽  
Vol 93 (12) ◽  
pp. 2281-2286 ◽  
Author(s):  
Lynne M. Taylor ◽  
Ralph Maddison ◽  
Leila A. Pfaeffli ◽  
Jonathan C. Rawstorn ◽  
Nicholas Gant ◽  
...  
2010 ◽  
Vol 22 (1) ◽  
pp. 7-20 ◽  
Author(s):  
Louise Foley ◽  
Ralph Maddison

There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerised searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.


Author(s):  
Cristina Comeras-Chueca ◽  
Lorena Villalba-Heredia ◽  
Marcos Pérez-Llera ◽  
Gabriel Lozano-Berges ◽  
Jorge Marín-Puyalto ◽  
...  

(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) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO2max, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.


Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

Sports active video games (exergames) are accessible forms of physical activity which might also be used in physical education (PE) curriculum. The purpose of this book chapter is to firstly, review some of the relevant applications of sports exergames for inclusion in PE and secondly, to characterize one of these games (swimming) from different aspects of biomechanics, physiology, and psychology. We compared movement patterns, muscle activation, energy expenditure, enjoyment, usability, and game experience in participants with different performing levels (real-swimmers vs. non-swimmers, experienced vs. novice) and gender. Understanding these parameters may help in the development of more realistic sports exergames and meaningful gameplay and may give PE teachers a better idea of the inclusion of such games in their practice.


Kinesiology ◽  
2018 ◽  
Vol 50 (1) ◽  
pp. 18-24 ◽  
Author(s):  
Giuseppe Francesco Giancotti ◽  
Cristina Cortis

Active video games (AVG) increase energy expenditure (EE) with respect to sedentary video games. Although several AVG consoles allow playing in single-player (SP) or multiplayer (MP) mode, few studies investigated differences in relation to game modality in men and women. Therefore, the aim of this study was to evaluate gender-related psycho-physiological responses during Zumba Fitness Rush (ZFR) played in SP vs. MP mode. Twenty-four college students (women: 14, men: 10; age: 24.6±2.0 years; body weight: 60.2±12.5 kg; body height: 167.8±11.5 cm; BMI: 21.2±2.1 kg·m-2) participated in two experimental sessions: SP (a subject playing ZFR alone) and MP (two subjects playing ZFR simultaneously). Heart rate (HR), oxygen consumption (VO2) and EE (MET and kcal∙min-1) were continuously measured and averaged every 10 seconds, while Rating of Perceived Exertion (RPE) was recorded 30 minutes after the end of each session. A two (gender: women vs. men) by two (modality: SP vs. MP) ANOVA for repeated measures was applied. No differences emerged in relation to gender and game mode for %HRmax, VO2, MET, and RPE. Conversely, a main effect (p=.0007) for gender was found in EE, with significantly (p<.004) higher values in men in SP (women: 5.5±0.6 kcal·min-1; men: 8.3±1.4 kcal·min-1) and MP (women: 5.3±0.7 kcal·min-1; men: 7.6±1.9 kcal·min-1). Present findings suggest that ZFR could be classified as a moderate physical activity, proving to be an alternative form to traditional exercise. Although an effect of number of players could be expected, different player modes did not affect EE, probably because the rhythm of the music imposes a time constraint, independently of the presence of other players.


2018 ◽  
Vol 89 (1) ◽  
pp. 47-56 ◽  
Author(s):  
Karina L. R. Canabrava ◽  
Fernanda R. Faria ◽  
Jorge R. P. de Lima ◽  
Dartagnan P. Guedes ◽  
Paulo R. S. Amorim

2015 ◽  
Vol 12 (6) ◽  
pp. 890-899 ◽  
Author(s):  
Nirjhar Dutta ◽  
Mark A. Pereira

Background:The objective of this study was to estimate the mean difference in energy expenditure (EE) in healthy adults between playing active video games (AVGs) compared with traditional video games (TVGs) or rest.Methods:A systematic search was conducted on Ovid MEDLINE, Web of Knowledge, and Academic Search Premier between 1998 and April 2012 for relevant keywords, yielding 15 studies. EE and heart rate (HR) data were extracted, and random effects meta-analysis was performed.Results:EE during AVG play was 1.81 (95% CI, 1.29–2.34; I2 = 94.2%) kcal/kg/hr higher, or about 108 kcal higher per hour for a 60-kg person, compared with TVG play. Mean HR was 21 (95% CI, 13.7–28.3; I2 = 93.4%) beats higher per minute during AVG play compared with TVG play. There was wide variation in the EE and HR estimates across studies because different games were evaluated. Overall metabolic equivalent associated with AVG play was 2.62 (95% CI, 2.25–3.00; I2 = 99.2%), equivalent to a light activity level. Most studies had low risk of bias due to proper study design and use of indirect calorimetry to measure EE.Conclusion:AVGs may be used to replace sedentary screen time (eg, television watching or TVG play) with light activity in healthy adults.


2015 ◽  
Vol 11 (2) ◽  
pp. 102-106 ◽  
Author(s):  
J.P. Chaput ◽  
P.M. Genin ◽  
B. Le Moel ◽  
B. Pereira ◽  
Y. Boirie ◽  
...  

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