Abstracts from the 2011 Exergaming Symposium, University of Calgary (original) (raw)
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Interactive Video Games and Physical Activity: A Review of the Literature and Future Directions
The Health & Fitness Journal of Canada, 2008
Background Physical activity has been associated with many health benefits for both adults and children; however, over half of the Canadian population is not active enough to experience these benefits. Thus, there is a need to implement innovative physical activity interventions. Purpose The purpose of this paper was to review the available literature regarding interactive exercise video games as a potential physical activity intervention. Methods The literature search was performed using online databases yielding 19 articles. Results Research suggested that interactive gaming provided increased energy expenditure, increased oxygen uptake and heart rate over traditional video games or sedentary activities, as well as increased adherence and affective attitude. Conclusions Future research in this area is recommended to better understand the benefits of interactive gaming for physical activity interventions.
The health benefits of interactive video game exercise
Applied Physiology Nutrition and Metabolism-physiologie Appliquee Nutrition Et Metabolisme, 2007
The purpose of this study was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on health-related physical fitness and exercise adherence in comparison with traditional aerobic training (stationary cycling alone). College-aged males were stratified (aerobic fitness and body mass) and then assigned randomly to experimental (n = 7) or control (n = 7) conditions. Program attendance, health-related physical fitness (including maximal aerobic power (VO2 max), body composition, muscular strength, muscular power, and flexibility), and resting blood pressure were measured before and after training (60%-75% heart rate reserve, 3 d/week for 30 min/d for 6 weeks). There was a significant difference in the attendance of the interactive video game and traditional training groups (78% ± 18% vs. 48% ± 29%, respectively). VO2 max was significantly increased after interactive video game (11% ± 5%) but not traditional (3% ± 6%) training. There was a significantly greater reduction in resting systolic blood pressure after interactive video game (132 ± 6 vs. 123 ± 6 mmHg) than traditional (131 ± 7 vs. 128 ± 8 mmHg) training. There were no significant changes in body composition after either training program. Attendance mediated the relationships between condition and changes in health outcomes (including VO2 max, vertical jump, and systolic blood pressure). The present investigation indicates that a training program that links interactive video games to cycle exercise results in greater improvements in healthrelated physical fitness than that seen after traditional cycle exercise training. It appears that greater attendance, and thus a higher volume of physical activity, is the mechanism for the differences in health-related physical fitness.
2014
In the last 30 years, technological advances have altered occupational and recreational activities that have resulted in decreased daily physical activity. The resultant increase in physical inactivity and sedentary behaviour has been reported to be an independent risk factor for a number of chronic diseases. Any modality or strategy that results in increased physical activity levels and energy expenditure merits further investigation. Aim: to determine if active video games promote health enhancing physical activity in an asymptomatic adult population (18- 45 years of age). A secondary aim of the thesis is to examine affect states and psychological states associated with the use of active video games in an adult population since these factors are likely to have an effect on medium and long term adherence rates. Three studies were carried out to answer the research questions. Methods: Study 1 assessed the physiological responses to a sedentary video game, an active video game (Ninte...
The promise of exergames as tools to measure physical health
Entertainment Computing, 2011
Exergames are popular video games that combine physical activity with digital gaming. To measure effects of exergame play on physical outcomes and health behaviors, most studies use external measures including accelerometry, indirect calorimetry, heart rate monitors, and written surveys. These measures may reduce external validity by burdening participants during gameplay. Many exergames have the capability to measure activity levels unobtrusively through monitors built into game equipment, and preliminary analysis indicates that exergame measures are significantly correlated with external measures of caloric expenditure, duration of play, and balance. Exergames also have unique capabilities to measure additional data, such as the game challenges, player movement, and levels of performance that affect aerobic activity. Researchers could capitalize on the data collected by the exergame itself, providing an efficient, unobtrusive, comprehensive measure of physical activity during exergame play. Ó
The Role of Exergaming in Improving Physical Activity: A Review
Journal of Physical Activity and Health, 2014
Background-The high prevalence of obesity in America can be attributed to inadequate energy expenditure as a result of high levels of physical inactivity. This review presents an overview of the current literature on physical activity, specifically through active videogame systems (exergaming) and how these systems can help to increase physical activity levels.
The futuristic model for physical activity and exercise: active video games
Physical Activity Review, 2018
Physical inactivity is one of the main causes of noncommunicable diseases worldwide. In addition, obesity worldwide is increasing day by day due to insufficient energy expenditure, which is the result of physical inactivity. This review aimed to examine the physiological effects of active video games (AVGs) systems and tried to define whether the AVGs could be suggested as an alternative exercise model considering the American College of Sports Medicine (ACSM) criteria. This review was based on the physiological responses of the different AVGs that were discussed in previous studies. It was revealed that AVGs significantly increased the energy expenditure and metabolic equivalent according to resting state. The majority of AVGs were found to achieve physical activity levels of moderate intensity which meet ACSM criteria for health and fitness (3-6 MET). Especially, AVGs can be considered as an alternative exercise model that is integrated with fun and technology in everyday use of individuals, reducing obesity prevalence and improving physical activity level with the everevolving modern and sophisticated AVGs systems. AVGs can actually be considered among the exercise models for the future, with the increasing use of active video game systems around the world.
Modified Active Videogame Play Results in Moderate-Intensity Exercise
Objective: Large proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations. Subjects and Methods: After completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2 – 3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days. Results: Oxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame. Conclusions: A simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.
Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games
Cyberpsychology, Behavior, and Social Networking, 2011
This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs-types of AVG, player age, and player weight status-were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light-to moderate-intensity physical activity promotion.
Improving aerobic capacity through active videogames: A randomized controlled trial
Motriz: Revista de Educação Física, 2015
The rate of peak workload improvement between different types of Active Video Games (AVG) in young sedentary adults was investigated. Aerobic capacity improvement after a 6-week intervention between AVG types was also compared. Twenty participants, after baseline assessments, were randomized into one of three parallel groups: structured AVG (n= 6), unstructured AVG (n= 7) and a control group (n= 7). Participants played their respective AVG 3 times a week for 6-weeks (30 minutes-session). The control group maintained normal activities. Both structured and unstructured AVG improved peak workload after four weeks but only the structured group maintained this improvement through week five and six. Aerobic capacity improved in the unstructured (Pre: 36.0 ± 5.2ml.kg.min-¹,Post: 39.7 ± 4.9ml.kg.min-¹, p = .038) and structured AVG (Pre: 39.0 ± 5.9ml.kg.min-¹,Post: 47.8 ± 4.3ml.kg.min-¹, p = .006) groups. Structured AVG provide greater health benefits to aerobic capacity and peak workload in...
The Physiological Cost and Enjoyment of Wii Fit in Adolescents, Young Adults, and Older Adults
Journal of Physical Activity and Health, 2010
Background:Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming. The physiological cost and enjoyment of exergaming in adolescents, and young and older adults has not been documented, nor compared with aerobic exercise. This study compared the physiological cost and enjoyment of exergaming on Wii Fit with aerobic exercise in 3 populations.Methods:Cardiorespiratory and enjoyment measurements were compared in 14 adolescents, 15 young adults, and 13 older adults during handheld inactive video gaming, Wii Fit activities (yoga, muscle conditioning, balance, aerobics), and brisk treadmill walking and jogging.Results:For all groups EE and heart rate (HR) of Wii Fit activities were greater than handheld gaming (P < .001) but lower than treadmill exercise (P ≤ .001). Wii aerobics elicited moderate intensity activity in adolescents, young adults, and older adults with respective mean (SD) metabolic equivalents of 3....