Abstract

Interactive video game technology has been utilized in rehabilitative settings. However, research is limited in its possible role as a within-the-home exercise instrument for those who do not have a gym membership, or who otherwise cannot regularly make it to their local fitness center. PURPOSE: To compare quality of life and emotional well being before and after eight weeks of exercise using interactive video game technology in sedentary community members. METHODS: 12 Sedentary, middle-aged men and women (56±4 years, 162.0±10.9 cm, 79.2±19.1 kg, % fat mass 39.6±7.7%) exercised under monitored conditions using interactive video game technology at a low to moderate intensity level for 20 minutes a day, three days a week for eight weeks. Participants were allowed to choose which activities they participated in each visit. The SF-36 questionnaire for assessing general health was administered before and after the intervention. Participants took a Subjective Exercise Experience Survey (SEES) with a scale ranging from 1 (not at all), 4 (moderately) to 7 (very much so) after the completion of the study. RESULTS: Self-reported SF-36 physical functioning scores approached significance (84.6 before to 90.4 after, p < 0.08) after eight weeks of exercise. Review of the SEES taken after an exergaming session at the end of the study showed that after exergaming subjects felt slightly tired, but not at all drained. They also reported feeling positive and not at all discouraged post exercise. CONCLUSION: Virtual gaming platforms may be utilized by sedentary community members in place of regular physical activity. Eight weeks of exergaming might improve physical functioning and have a positive effect on sedentary individuals attitudes toward exercise and general health. Supported by Departmental Funds.

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