Abstract

Obesity has reached epidemic proportions in the United States and children's activity patterns are just as alarming. Pastimes such as television, internet, and traditional video gaming are extremely popular and possibly contribute to sedentary lifestyles. Anecdotal evidence, and a recent rise in the popularity of Interactive Whole Body Video Gaming (IWBVG) may suggest there is an alternative. However, little empirical data are available to support this as a viable mode of exercise. Purpose To estimate oxygen cost and heart rate response during IWBVG in order to evaluate the viability of this as an alternative mode of exercise for young adults. Methods Thirty volunteers, 20 male and 10 female, (24 ± 5.6 yrs) were given three practice IWBVG trials followed by three experimental IWBVG trials during which VO2, heart rate (HR), and total points (TP) were recorded. During IWBVG trials, subjects viewed their onscreen image while performing a dance style routine by rhythmically moving through defined areas on the screen, to a pre-selected song. TP gave the subject an indication of how well he/she performed the routine and were based on the amount of total body movement, rhythm, and timing detected by the video game during the routine. A 5-question, 5-point Likert scale enjoyment questionnaire was given to each subject at the end of the testing session. Descriptive statistics were calculated for all variables. Results The grand mean (±SD) VO2 and HR for all three trials was 18.4 ± 4.06 ml/kg/min (5.27 METS) and 153 ± 20.2 bpm, respectively. The grand mean (±SD) for TP for all subjects was 2585 ± 648 points. There was no significant correlation between VO2 or HR and TP. Grand mean (±SD) of the Likert enjoyment scale questionnaires was 4.42 ± 0.576 out of 5. Conclusion Mean VO2 values indicate that subjects achieved moderate levels of physical exertion (between 3–6 METs) and reached a HR of approximately 78% of age predicted maximum during IWBVG. This is consistent with the current intensity recommendation for physical activity. In addition, the subjects reported they enjoyed IWBVG and are likely to continue to play the game. Therefore, the data suggest that IWBVG may be viable alternative to more traditional modes of exercise for young adults.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.