Abstract

PurposeActive video games combine pleasure and an easily accessible practice of physical activity, if they are sufficiently intense and motivating. However, it is unknown which video game consoles and video gameplays can engage the player to reach the physical activity intensity that meet the standards of the American College of Sports Medicine (ACSM). MethodsA total of 10 physically inactive male gamers (aged 26 ± 5 years), were recruited to measure the energy expenditure (EE) required by three gameplays on different consoles. The following consoles were selected: PlaystationMove and Kinect, and three categories of gameplay: dance (Just Dance 3), training (MiCoach) and action (Star Wars for Kinect and No More Heroes for PSMove). ResultsThe average and peak METS (mean ± SD) on both Kinect vs. PlayStationMove, respectively: JustDance, 6.87 ± 1.26 METS and 8.43 ± 1.35 METS vs. 5.42 ± 1.39 METS and 6.75 ± 1.37 METS; MiCoach, 5.43 ± 0.95 METS and 8.33 ± 1.49 METS vs. 5.27 ± 0.89 METS and 7.59 ± 1.16 METS; and action, 4.94 ± 1.60 METS and 7.47 ± 1.90 METS vs. 1.75 ± 0.35 METS and 3.08 ± 0.66 METS. In addition, the mean EE was significantly higher with the Kinect (495.0 ± 119.6 kcal/h for JustDance Kinect vs. 414.9 ± 9 ± 70.7 kcal/h for JustDance PS3Move. ConclusionBy ACSM standards, JustDance and MiCoach achieved a level of moderate to vigorous intensity (3 METS to ˃6 METS), and by meeting the physical activity requirements, they can provide a tool for physical activity promotion in inactive adult gamers.

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