Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.

Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent. A portable metabolic cart and HR monitor were attached to participants to measure baseline and exercise values. Participants could play any of the three games for 30 minutes while metabolic and HR data were collected. Exercise data were compared to baseline measures, and the 3 games were compared for EE. Paired sample t-tests showed baseline and exercise values differed for HR (t(12) = -18.91, p < 0.01), and EE (t(12) = -15.62, p < 0.01). The boxing game provided the highest VO2 (17.47 ± 4.79 ml·kg(·-1)min(-1)). Participants achieved 60% or better of their HR reserve (162.82 ± 10.78 beats·min(-1),) well within the ACSM guidelines for a training HR. Caloric expenditure during the 30-minute exercise session (226. 07 ± 48.68) is also within the ACSM recommendations for daily physical activity. Thus, interactive video/arcade games that require physical activity to play can be utilized as part of an overall aerobic exercise program.

[1]  S. Gortmaker,et al.  Do we fatten our children at the television set? Obesity and television viewing in children and adolescents. , 1985, Pediatrics.

[2]  James F. Sallis,et al.  Compendium of Physical Activities , 1993 .

[3]  P. Thompson,et al.  ACSM's Guidelines for Exercise Testing and Prescription , 1995 .

[4]  M. Pratt,et al.  Relationship of physical activity and television watching with body weight and level of fatness among children: results from the Third National Health and Nutrition Examination Survey. , 1998, JAMA.

[5]  R A Cooper,et al.  Does computer game play aid in motivation of exercise and increase metabolic activity during wheelchair ergometry? , 2001, Medical engineering & physics.

[6]  K. Chua,et al.  Aerobic Demands of the Dance Simulation Game , 2002, International journal of sports medicine.

[7]  Stella M. Yu Healthy People 2010 , 1998, Maternal and Child Health Journal.

[8]  B. Fernhall,et al.  Evaluation of the Energy Cost of Playing a Dance Simulation Video Game in Overweight and Non-Overweight Children and Adolescents , 2005, International journal of sports medicine.

[9]  Trish Gorely,et al.  A descriptive epidemiology of screen-based media use in youth: a review and critique. , 2006, Journal of adolescence.

[10]  J. Levine,et al.  Energy Expenditure of Sedentary Screen Time Compared With Active Screen Time for Children , 2006, Pediatrics.

[11]  Melonie P. Heron,et al.  Deaths: preliminary data for 2004. , 2006, National vital statistics reports : from the Centers for Disease Control and Prevention, National Center for Health Statistics, National Vital Statistics System.

[12]  T. Lampert,et al.  [Use of electronic media in adolescence. Results of the German Health Interview and Examination Survey for Children and Adolescents (KiGGS)]. , 2007, Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz.

[13]  N. Cable,et al.  Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study , 2007, BMJ : British Medical Journal.

[14]  E. Vandewater,et al.  Relation of adolescent video game play to time spent in other activities. , 2007, Archives of pediatrics & adolescent medicine.

[15]  Ryan E Rhodes,et al.  The health benefits of interactive video game exercise. , 2007, Applied physiology, nutrition, and metabolism = Physiologie appliquee, nutrition et metabolisme.

[16]  T. Lampert,et al.  Nutzung elektronischer Medien im Jugendalter , 2007, Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz.

[17]  Katherine M Flegal,et al.  Obesity among adults in the United States--no statistically significant change since 2003-2004. , 2007, NCHS data brief.

[18]  B. Haddock,et al.  Active Video Games and Energy Expenditure in Overweight Children. , 2008, International journal of fitness.

[19]  D. Gentile,et al.  Combined influence of physical activity and screen time recommendations on childhood overweight. , 2008, The Journal of pediatrics.

[20]  T. Rowland,et al.  Energy expenditure in adolescents playing new generation computer games , 2009 .

[21]  B. Haddock,et al.  The Addition of a Video Game to Stationary Cycling: The Impact on Energy Expenditure in Overweight Children. , 2009, The open sports sciences journal.