Abstract
The increasing trend of obesity and participation in daily gaming and technology use has lead the video gaming industry to develop new ways for individuals to become physically active. Previous research has reported that Wii Fit meets minimal criteria for exercise intensity, but this research did not analyze individual game choice or physiological data. PURPOSE: To examine selection rate and physiological demand of individual Wii Fit activities during 30 minutes of Wii Fit play. METHODS: Twelve healthy, physically active females (21 ±1.6 years, 65.9 ±16.9 kg, 1.68 ±0.08 m, 41.2 ±7.1 ml/kg/min) completed a graded exercise test to determine level of cardiovascular fitness (VO2max) and maximum heart rate (HRmax). Following two orientation trials, participants completed 30 minutes of self-selected cardiovascular activity using the Wii Fit to assess energy expenditure, VO2, HR, rate of perceived exertion (RPE), and duration. RESULTS: Of the seven activities selected, Basic Run was significantly greater in %VO2max for all activities. Basic Run also demonstrated higher caloric utilization and absolute VO2 compared to all activities except Rhythm Boxing. Hula Hoop and Basic Step both displayed shorter game duration, 1.2 ± 0.1 and 2.1 ± 0.7 minutes respectively, and the lowest RPE scores, 7.6 ± 3.1 and 7.4 ± 2.5 respectively. Boxing was the only activity with significantly higher RPE scores, 15.0 ± 1.4. CONCLUSIONS: The increased metabolic load resulting from the Basic Run was likely a result of the increased total body movement required to run in place. Hula Hoop and Basic Step typically had the lowest values for almost all of the physiological variables. This was most likely due to the short duration of the game, resulting in less actual activity performed. Boxing was the only activity that resulted in a significantly higher RPE, despite lack of significant differences in metabolic variables. Perhaps this increased RPE is a result of the increased use of upper body musculature and the need for more powerful movements with the arms. These results suggest that interactive gaming may be used as a starting point or supplement for physical activity, but one should be mindful to select an activity that requires significant upper and lower body movement to increase intensity and energy expenditure.
Published Version
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