Abstract

PURPOSE: To determine if adapting a sedentary video game’s controls to involve total body movements can elicit an exercise intensity consistent with moderate-to-vigorous physical activity. METHODS: Thirty adults, 19 to 55 years of age, visited our exercise lab twice. During each visit, the participants played a sedentary video game in three randomized conditions: 1) sitting, using a hand-held controller (Controller), 2) standing, reaching and jumping in front of a motion sensor (Sensor), and 3) standing, moving and reaching for buttons with their hands and feet (Button). Oxygen consumption (VO2), heart rate, and ratings of perceived exertion (RPE) using the Borg 6 to 20 scale were assessed throughout each condition. We hypothesized that mean relative VO2 would be 3 to 6 metabolic equivalents (METs), mean heart rate would be 50% to 80% of age-predicted maximum heart rate (%HRmax), and RPE would be 12 (somewhat hard) to 15 (very hard) in the Sensor and Button conditions. Further, METs, %HRmax, and RPE would be lower in the Controller condition than in Sensor and Button conditions. A two-way repeated-measures analysis of variance with Bonferroni post-hoc analysis was used to compare within-participant differences in METs, %HRmax, and RPE across the two visits and three conditions. Chi-square analysis was used to determine if a significant proportion of participants achieved moderate-to-vigorous physical activity during the Sensor and Button conditions. RESULTS: All measures were less during the Controller condition (0.99±0.09 METs, 39±6%HRmax, 7±1 RPE) compared to the Sensor (3.52±0.58 METs, 59±10%HRmax, 13±2 RPE, p<0.01) and Button (4.02±0.61 METs, 62±12%HRmax, 14±2 RPE, p<0.01) conditions. There was no difference between visits (p>0.32). For the 30 participants, 83% and 100%, respectively, sustained MET levels of 3 to 6 during the Sensor and Button conditions (p<0.01). Similar results were found for %HRmax and RPE (p<0.01). CONCLUSION: Sustained moderate-to-vigorous physical activity was achieved by adapting sedentary video game controls to require total body movements. Future studies should consider adapting video game controls to increase exercise enjoyment, adherence and intensity.

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