Abstract

This study evaluated the effects of exergaming on college students’ energy expenditure (EE), moderate-to-vigorous physical activity (MVPA), light physical activity (LPA), rating of perceived exertion (RPE), and enjoyment compared to traditional treadmill exercise, and sex differences. Sixty college students (30 female; age = 23.6 ± 4.1 years) completed three 20-min exercise sessions on Xbox 360 Kinect Just Dance (Microsoft, Redmond, WA, USA), Xbox 360 Kinect Reflex Ridge (Microsoft, Redmond, WA, USA), and treadmill walking. Their EE and PA were assessed by ActiGraph accelerometers (ActiGraph Co.; Pensacola, FL, USA); RPE every four min; enjoyment via an established scale. Significant exercise-type by sex interaction effects were observed for RPE (p < 0.01): females reported significantly lower RPE during exergaming sessions but significantly higher RPE during treadmill walking. Results revealed significant main effects for all outcomes between exercise sessions (all p < 0.01): treadmill walking resulted in significantly higher metabolic equivalents (METs), MVPA, and EE (p < 0 .01), yet lower LPA (p < 0.01), compared to the two exergaming sessions. Participants’ RPE was significantly higher during treadmill walking than during exergaming sessions, with exergaming eliciting significantly higher enjoyment (all p < 0.01). College students find exergaming more enjoyable and report lower RPE compared to traditional treadmill exercise, though not yet matching the moderate physiological intensity level.

Highlights

  • Over one-third of the USA population is obese (body mass index (BMI) ≥ 30 kg/m2)—A condition associated with greater risk of chronic diseases like type 2 diabetes, stroke, and heart disease [1]

  • Because the present study examined acute, intermittent exercise bouts, activity counts were set at a 1-second epoch [33], with empirically-based cut-points used to determine physical activity (PA) intensity for adults: (a) 0–2690 counts/minute = light physical activity (LPA); (b) 2691–6166 counts/minute = moderate PA; (c) 6167–9642 counts/minute = vigorous PA; and (d) ≥9643 counts/minute = very vigorous PA [34,35]

  • Significant exercise session by sex interaction effects were only observed for rating of perceived exertion (RPE), F (2, 171) = 3.82, p = 0.02, η2 = 0.04, whereby females reported significantly lower RPE than males during both exergaming sessions but significantly higher RPE than males during treadmill walking

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Summary

Introduction

Over one-third (approximately 37%) of the USA population is obese (body mass index (BMI) ≥ 30 kg/m2)—A condition associated with greater risk of chronic diseases like type 2 diabetes, stroke, and heart disease [1]. A cohort within this age group demonstrating increased risk for overweight and obesity are college students, as PA and nutritional decisions are often being made autonomously for the first time [5,6]. Time spent studying or in class, the need to work to support the cost of schooling, and the high usage of technology like smartphones (owned by 83% of college-aged adults) induce sedentary behavior and limit time available for regular PA participation [6,7]. As one in three young adults in the USA attends college, college campuses may represent an ideal environment within which to promote PA participation. Given young adults’ interest in technology [8], potential technology-based PA intervention strategies should be investigated for their ability in promoting physiological and psychological health

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