Abstract

ABSTRACTPurpose: The current study aimed to investigate the exercise intensity and exercise characteristics of active video games (AVGs) by measuring various physiological responses, and to test whether AVGs can be used in components of training in sports branches. Methods: Twenty-two male athletes with good aerobic fitness level (age = 20.6 ± 2.2 years; maximum oxygen consumption (VO2max) = 52.2 ± 3.5 ml.kg−1.min−1) visited the laboratory three times (D1, D2, and D3). After taking measurements during rest, the VO2max was assessed (D1). Traditional brisk walking and running exercises were performed consecutively (D2), and AVGs—dancing and fighting—were performed at random (D3); each exercise session lasted 20 minutes, and for each experiment session oxygen consumption (VO2), heart rate (HR) were recorded, VO2max%, metabolic equivalent (MET), and energy expenditure (EE) were calculated. Results: No significant differences were found between AVG-dancing and brisk walking (p > .05) for VO2 (25.96 ± 3.3 vs. 24.39 ± 2.3 ml.kg−1.min−1), HR (137.02 ± 20.15 vs. 125.61 ± 6.49 beats.min−1) VO2max% (49.99 ± 7.00 vs. 46.84 ± 4.06), MET (7.49 ± 0.94 vs. 6.96 ± 0.65), and EE (181.19 ± 27.65 vs. 171.21 ± 22.51 Kcal). Additionally, no significant differences were found between AVG-fighting and running (p > .05) for VO2 (33.96 ± 5.88 vs. 33.13 ± 2.52 ml.kg−1.min−1), HR (155.66 ± 15.05 vs. 153.30 ± 6.83 beats.min−1), VO2max% (65.05 ± 9.76 vs. 63.60 ± 3.51), MET (9.70 ± 1.68 vs. 9.47 ± 0.72), and EE (236.75 ± 37.20 vs. 232.70 ± 27.06). Conclusions: AVG-dancing and fighting were defined as moderate (MET>7) and high (MET>9) intensity intermittent exercises, respectively. Consequently, AVGs can be a part of training for athletes; as a block, modified block or a traditional training cycle involving enjoyable alternative exercises, especially when the appropriate AVGs are chosen.

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