scholarly journals The energy cost of playing active video games in children with obesity and children of a healthy weight

2013 ◽  
Vol 9 (4) ◽  
pp. 310-317 ◽  
Author(s):  
C. O'Donovan ◽  
E. F Roche ◽  
J. Hussey
2014 ◽  
Vol 46 ◽  
pp. 855
Author(s):  
Cheryl A. Howe ◽  
Brett C. Winner ◽  
Marcus W. Barr ◽  
Jason B. White

2015 ◽  
Vol 12 (2) ◽  
pp. 171-177 ◽  
Author(s):  
Cheryl A. Howe ◽  
Marcus W. Barr ◽  
Brett C. Winner ◽  
Jenelynn R. Kimble ◽  
Jason B. White

Background:Although promoted for weight loss, especially in young adults, it has yet to be determined if the physical activity energy expenditure (PAEE) and intensity of the newest active video games (AVGs) qualifies as moderate-to-vigorous physical activity (MVPA; > 3.0 METs). This study compared the PAEE and intensity of AVGs to traditional seated video games (SVGs).Methods:Fifty-three young adults (18−35 y; 27 females) volunteered to play 6 video games (4 AVGs, 2 SVGs). Anthropometrics and resting metabolism were measured before testing. While playing the games (6−10 min) in random order against a playmate, the participants wore a portable metabolic analyzer for measuring PAEE (kcal/min) and intensity (METs). A repeated-measures ANOVA compared the PAEE and intensity across games with sex, BMI, and PA status as main effects.Results:The intensity of AVGs (6.1 ± 0.2 METs) was significantly greater than SVGs (1.8 ± 0.1 METs). AVGs elicited greater PAEE than SVGs in all participants (5.3 ± 0.2 vs 0.8 ± 0.0 kcal/min); PAEE during the AVGs was greater in males and overweight participants compared with females and healthy weight participants (p’s < .05).Conclusions:The newest AVGs do qualify as MVPA and can contribute to the recommended dose of MVPA for weight management in young adults.


Author(s):  
Cristina Comeras-Chueca ◽  
Jorge Marin-Puyalto ◽  
Angel Matute-Llorente ◽  
German Vicente-Rodriguez ◽  
Jose A. Casajus ◽  
...  

(1) Background: Poor levels of physical fitness and motor skills are problems for today’s children. Active video games (AVG) could be an attractive strategy to help address them. The aim was to investigate the effects of AVG on health-related physical fitness and motor competence in children and adolescents with healthy weight. (2) Methods: Randomized and non-randomized controlled trials investigating the effects of AVG programs on health-related physical fitness and motor competence were included. Two different quality assessment tools were used to measure the risk of bias. Twenty articles met the inclusion criteria and the variables of interest were body mass index (BMI), body fat, cardiorespiratory fitness (CRF), muscular fitness and motor competence. (3) Results: AVG interventions seem to have benefits in BMI when lasting longer than 18 weeks (SMD, −0.590; 95% IC, −1.071, −0.108) and in CRF (SMD, 0.438; 95% IC, 0.022, 0.855). AVG seems to be a promising tool to improve muscular fitness and motor competence but the effects are still unclear due to the lack of evidence. (4) Conclusions: AVG seem to be an effective tool for improving some components of health-related physical fitness and motor competence in healthy-weight children and adolescents, but the effect on some fitness components needs further research. Therefore, AVG may be included as a strategy to improve health.


2015 ◽  
Vol 12 (2) ◽  
pp. 171-177
Author(s):  
Cheryl A. Howe ◽  
Marcus W. Barr ◽  
Brett C. Winner ◽  
Jenelynn R. Kimble ◽  
Jason B. White

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Caio Victor Sousa ◽  
Jungyun Hwang ◽  
Herbert Gustavo Simoes ◽  
Kyung Jin Sun ◽  
Amy Shirong Lu

Abstract Background Excess post-exercise oxygen consumption (EPOC) of children could indicate the potential of an exercise therapy to treat or prevent obesity. However, EPOC as a result of playing active video games (AVG) has been poorly investigated. Therefore, we aimed to investigate the rapid component of EPOC of children with healthy weight and overweight/obesity (according to their BMI percentile) after playing AVGs that feature predominately upper body (UB) and whole-body (WB) movement. Methods Twenty-one children with healthy weight (BMI percentile < 85%) and with overweight/obesity (BMI percentile ≥ 85%) randomly underwent two 10-min AVG sessions (UB and WB). The heart rate (HR), minute ventilation (VE), oxygen consumption (VO2) and carbon dioxide production (VCO2) were recorded during exercise and post-exercise recovery period. For the rapid component of EPOC in each AVG session, measurements were recorded every 15 s for 5-min of post-exercise recovery. The rate of perceived exertion (RPE) was also measured immediately before and after each AVG play. Results Children with overweight/obesity had a higher average of absolute VE, VO2, and VCO2 than their healthy-weight counterparts (BMI percentile < 85%; n = 21) during post-exercise recovery. RPE, HR, and HR% were not different between the game sessions and weight groups. Children with overweight/obesity showed a higher absolute VO2 during EPOC than healthy-weight children in both game sessions, but relative VO2 was higher in healthy-weight children during EPOC. No differences were observed for EPOC between UB and WB sessions. Conclusions Children with overweight/obesity had a greater EPOC than healthy-weight children after AVG sessions in terms of absolute oxygen values, whereas healthy-weight children have higher EPOC considering relative VO2 when controlling for body mass. UB and WB AVGs induced a similar EPOC among children with healthy weight and overweight/obesity. As UB and WB AVGs induce the rapid component of EPOC in children regardless their weight status, AVGs could be used as an exercise method to treat and prevent child obesity.


Author(s):  
Isis Kelly dos Santos ◽  
Rafaela Catherine da Silva Cunha de Medeiros ◽  
Jason Azevedo de Medeiros ◽  
Paulo Francisco de Almeida-Neto ◽  
Dianne Cristina Souza de Sena ◽  
...  

The aim of this study was to synthesize the evidence on the effects of active video games (AVGs) on mental health, physical fitness and body composition of children and adolescents. A search was conducted in the following databases: PubMed; MEDLINE (by Ovid); SportDiscus, Cochrane library systematic reviews (CENTRAL) and EMBASE with no language restrictions during October 2020. Reviews on the use of AVGs were included in the study. We use the AMSTAR (A MeaSurement Tool to Assess systematic Reviews) scale to analyze the methodological quality of the studies. Seventeen systematic reviews and meta-analyzes were included on the effects of AVGs with 30 to 4728 children and adolescents of both sexes with ages ranging from 6 to 19 years. In five studies, the population was overweight or obese. Regarding the quality, 12 studies were of moderate quality, two had high quality, two had low quality and one showed very low quality. The analyzed data indicate that the use of AVGs with a frequency of 1 to 3 times a week with durations of between 10 and 90 min per day shows positive effects on mental health and physical functioning. There was moderate quality evidence that AVGs can result in benefits for self-esteem, increased energy expenditure, physical activity and reduced body mass index in children and adolescents who used AVGs in the home environment. Further research is needed on this tool to help in the process of social isolation and consequently in promoting health and well-being.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1266
Author(s):  
Carina S. González-González ◽  
Nazaret Gómez del Río ◽  
Pedro A. Toledo-Delgado ◽  
Francisco José García-Peñalvo

Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children.


2015 ◽  
Vol 69 (11) ◽  
pp. 1267-1271 ◽  
Author(s):  
J P Chaput ◽  
C Schwartz ◽  
Y Boirie ◽  
M Duclos ◽  
A Tremblay ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document