Comparison of rates of perceived exertion between active video games and traditional exercise (original) (raw)
Related papers
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....
The Health Fitness Journal of Canada, 2010
BACKGROUND: Physical activity and positive health behaviors are not usually associated with playing video games. "Exergaming", which requires whole body movement to interact with the video game, has the potential to change this negative relationship if it can be shown that people find it enjoyable. PURPOSE: The purpose of this investigation was to compare rating of enjoyment and rate of perceived exertion (RPE) between exergaming with Dance Dance Revolution (DDR) and traditional treadmill walking, done at similar VO2. METHODS: Eighteen, 18--28 year old DDR novices participated in the investigation. All participants had two DDR practice sessions prior to testing. A Likert scale for enjoyment and the OMNI RPE scale were used to determine differences between isocaloric bouts of exergaming and treadmill walking sessions. Differences were statistically evaluated using paired t--tests. RESULTS: Participants reported a significantly higher (p<0.05) rating of enjoyment following the exergaming session while there was no statistical difference in RPE between exergaming and treadmill walking (at matched workloads). CONCLUSION: Due to exergaming's rising popularity, increasing accessibility and favorable enjoyment rating, exergaming is a valuable alternative to traditional modes of exercise for increasing regular participation in physical activity.
Validity of Borg Ratings of Perceived Exertion During Active Video Game Play
International journal of exercise science
During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between hea...
Wii Fit U intensity and enjoyment in adults
BMC Research Notes, 2014
Background: The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults.
Kinesiology, 2018
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 repe...
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.
How Wii exercise: Analyzing womenʼs exergame use
forum.grand-nce.ca
To better understand factors in how women over forty use commercially available exergames -video games that encourage players to be more physically active -the study looks at how these games are integrated into a program of physical activity. Rather than viewing the exergame in isolation from other physical activity, the researcher investigates how active games can be integrated into a larger strategy that supports an overall increase in body movement. Created for the Wii videogame console, the widely distributed Wii Fit Plus is promoted as an enjoyable way to be physically active. A mixed methods approach has been developed to measure and interpret how players use exergames to sustain a program of physical activity. The research methods are discussed in detail in the context of previous exergaming studies. Preliminary data from the first set of participants in the larger (n=31) study are presented.