Abstract
Approximately $117 billion in annual healthcare costs are associated with physical inactivity. The Pew Research Center reports that about 49% of American adults play video games (VG). Adapting traditionally sedentary VG controls to require physical activity using low-cost devices may increase opportunities to adhere to physical activity guidelines. PURPOSE: To determine the effects of adapting sedentary VG to require physical activity on exercise intensity, perceived exertion, enjoyment, and VG performance. METHODS: Six women and nine men 19 to 52 years of age played PAC-MAN Championship Edition DX+ (NAMCO) in three conditions: sedentary play (SED), standing active play using gestures recognized by a motion sensor (AVG-G), and standing active play using buttons (AVG-B). Each participant started with SED and the two adapted conditions were counterbalanced. Exercise intensity was assessed by recording continuous heart rate using a chest strap monitor. Ratings of perceived exertion (RPE) were reported using the Borg 6 to 20 scale. Enjoyment was reported using an abbreviated Physical Activity Enjoyment Scale. VG performance was represented by the in-game score. Repeated measures ANOVA tests were used to compare heart rate, RPE, enjoyment, and VG performance across conditions. RESULTS: There was a significant effect of game condition on heart rate, percent of age predicted heart rate maximum (APHRM), RPE, and VG performance (p < 0.001). Enjoyment was not significantly different across conditions (p = 0.216). Post hoc analysis indicated that AVG-G and AVG-B elicited a higher mean (±SD) heart rate (108±16 and 97±15 BPM), percent of APHRM (58±10 and 51±9%), and RPE (13±2 and 12±2) versus SED (72±13 BPM, 39±8% APHRM, 7±1 RPE). Participant VG performance was lower during AVG-G and AVG-B (51.75±28.07 and 68.84±35.52 arbitrary units) versus SED (202.11±91.08 arbitrary units). CONCLUSION: These results suggest that the majority of participants achieved and sustained moderate to vigorous physical activity during adapted sedentary VG for at least 10 minutes. Enjoyment did not suffer as a result of active play despite lower VG performance.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.