Quantifying Fundamental Movement Skills During Active Video Games

2014 ◽  
Vol 2 (3) ◽  
pp. 55-62 ◽  
Author(s):  
Ashleigh Thornton ◽  
Brendan Lay ◽  
Michael Rosenberg ◽  
Joanna Granich ◽  
Rebecca Braham

This study sought to explore the type of fundamental movement skills (FMS) performed during Active Video Game (AVG) play, as well as the frequency with which these FMS are performed. In addition, this study aimed to determine the relationship between FMS performance and energy expenditure during 15 min of AVG play across two Microsoft Xbox Kinect AVGs. Fundamental movement skills were observed via video by two raters and energy expenditure derived using Actiheart monitors in children aged 10–15 years. Six different FMS were observed during AVG play with differences in the number of FMS performed between the two AVGs. The overall energy expended (Joules/kg/minute), however, was similar between the AVGs, suggesting the frequency of FMS did not influence overall energy expended during play. The movements observed during AVG play that possibly accounted for the energy expenditure, were not of a quality that could be classified as FMS. This research demonstrates that children playing these two games have the opportunity to repeatedly perform mostly two FMS, namely jumping and dodging. The goal of the AVGs, however, could be achieved with generalized movements that did not always meet the criteria to be classified as a FMS.

2018 ◽  
Vol 15 (4) ◽  
pp. 2376
Author(s):  
Abdurrahman Demir ◽  
Manolya Akın

The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years.          54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied.         There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05).         Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir.        Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla  yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır.       Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05).       Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.


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.


2015 ◽  
Vol 11 (3) ◽  
pp. 1-16 ◽  
Author(s):  
Jih-Hsuan Lin ◽  
Wei Peng

How perceived realism in a video game contributes to game enjoyment and engagement is a theoretically important and practically significant question. The conceptualization and operationalization of perceived realism in previous video game studies vary greatly, particularly regarding the dimensions of perceived graphic realism and perceived external realism. The authors argue that it is important to examine perceived enactive realism, particularly for interactive and participatory media such as video games. This study examines the contribution of two types of perceived realism—perceived graphic realism and perceived enactive realism—to enjoyment and engagement as manifested by the level of physical movement intensity in an active video game playing context. It was found that perceived enactive realism was a significant predictor of enjoyment and engagement in playing active video games. However, perceived graphic realism was not found to be a significant predictor of enjoyment or engagement. Theoretical and practical implications are discussed.


2018 ◽  
Vol 24 (5) ◽  
pp. 338-342
Author(s):  
Suliane Beatriz Rauber ◽  
Pierre Soares Brandão ◽  
José Fernando Vila Nova de Moraes ◽  
Bibiano Madrid ◽  
Daniel Fernandes Barbosa ◽  
...  

ABSTRACT Introduction: Physical activity has become less frequent since the 1980s, even among more active children. Objective: To analyze excess post-exercise oxygen consumption (EPOC) and total energy expenditure (TEE) in children during and after three different activities. Methods: Sixteen healthy children (9.6±0.1 yrs.) randomly underwent the following procedures lasting 30 minutes on different days: (a) traditional games (PLAY), (b) active video game (Dance Dance Revolution; DDR), and (c) watching television (TV). Oxygen consumption (VO2) was measured at rest, at the 10th, 20th, and 30th minute of intervention, and for 40 minutes post-intervention. TEE was also measured. Results: At the end of intervention, VO2 had increased by 330% and 166% for PLAY and DDR, respectively, compared to the rest. EPOC in PLAY was seen to occur at the 10th, 20th, and 30th post-interventional minutes from 7.00±1.02 (at rest) to 10.83±0.94, 10.03±0.58, and 9.80±0.77mL.kg-1.min-1, respectively. However, EPOC in DDR occurred at only the 10th postinterventional minute (7.04 to 8.61 mL.kg-1.min-1; p<0.01). After intervention, TEE in PLAY was greater than in DDR and TV (112.08±19.45 vs 56.98±6.34 vs 36.39±4.5 kcal; p<0.01), respectively. Conclusions: PLAY induced children to reach a greater VO2 during activity and greater EPOC and TEE compared to DDR and TV. Level of evidence A1b; Crossover study.


2015 ◽  
Vol 101 (6) ◽  
pp. 1126-1134 ◽  
Author(s):  
Aidan Gribbon ◽  
Jessica McNeil ◽  
Ollie Jay ◽  
Mark S Tremblay ◽  
Jean-Philippe Chaput

ABSTRACT Background: Active video games (AVGs) have been shown to acutely increase energy expenditure when compared with seated video games; however, the influence of AVGs on compensatory adjustments in energy intake and expenditure is largely unknown. Objective: The aim was to examine the acute effects of AVGs on energy intake and expenditure. Design: With the use of a randomized crossover design, 26 male adolescents (mean ± SD age: 14.5 ± 1.4 y) completed three 1-h experimental conditions: resting control, seated video game play (Xbox 360; Microsoft), and AVG play (Kinect Adventures on Xbox 360) followed by an ad libitum lunch. A validated food menu was used to assess food intake immediately after the conditions and for the remainder of the day, and a dietary record was used for the subsequent 3-d period. Energy expenditure was measured by using portable indirect calorimetry throughout each experimental condition, and an accelerometer was used to assess the subsequent 3-d period. Appetite sensations were assessed by using visual analog scales at different time points during the testing day. The primary outcomes were acute (immediately after the conditions and 24-h) and short-term (3-d) energy intake and expenditure. Results: Energy expenditure was significantly higher (∼145%; P < 0.001) during the AVG condition than during the resting control and seated video game conditions; however, no significant differences in energy expenditure were observed 24 h (∼6%; P > 0.49) and 3 d after the experimental conditions (∼3%; P > 0.82). No significant differences were observed in absolute energy intake immediately after the conditions (∼2%; P > 0.94) or in absolute energy intake 24 h (∼5%; P > 0.63) and 3 d (∼9%; P > 0.53) after the experimental conditions. Finally, appetite sensations were similar between conditions at all time points (P > 0.05). Conclusions: The increase in energy expenditure promoted by a single session of Kinect AVG play is not associated with increased food intake but is compensated for after the intervention, resulting in no measurable change in energy balance after 24 h. These results suggest that the potential of Kinect to reduce the energy gap underlying weight gain is offset within 24 h in male adolescents. This trial was registered at clinicaltrials.gov as NCT01655901.


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.


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

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