Abstract

BackgroundExcess post-exercise oxygen consumption (EPOC) of children could indicate the potential of an exercise therapy to treat or prevent obesity. However, EPOC as a result of playing active video games (AVG) has been poorly investigated. Therefore, we aimed to investigate the rapid component of EPOC of children with healthy weight and overweight/obesity (according to their BMI percentile) after playing AVGs that feature predominately upper body (UB) and whole-body (WB) movement.MethodsTwenty-one children with healthy weight (BMI percentile < 85%) and with overweight/obesity (BMI percentile ≥ 85%) randomly underwent two 10-min AVG sessions (UB and WB). The heart rate (HR), minute ventilation (VE), oxygen consumption (VO2) and carbon dioxide production (VCO2) were recorded during exercise and post-exercise recovery period. For the rapid component of EPOC in each AVG session, measurements were recorded every 15 s for 5-min of post-exercise recovery. The rate of perceived exertion (RPE) was also measured immediately before and after each AVG play.ResultsChildren with overweight/obesity had a higher average of absolute VE, VO2, and VCO2 than their healthy-weight counterparts (BMI percentile < 85%; n = 21) during post-exercise recovery. RPE, HR, and HR% were not different between the game sessions and weight groups. Children with overweight/obesity showed a higher absolute VO2 during EPOC than healthy-weight children in both game sessions, but relative VO2 was higher in healthy-weight children during EPOC. No differences were observed for EPOC between UB and WB sessions.ConclusionsChildren with overweight/obesity had a greater EPOC than healthy-weight children after AVG sessions in terms of absolute oxygen values, whereas healthy-weight children have higher EPOC considering relative VO2 when controlling for body mass. UB and WB AVGs induced a similar EPOC among children with healthy weight and overweight/obesity. As UB and WB AVGs induce the rapid component of EPOC in children regardless their weight status, AVGs could be used as an exercise method to treat and prevent child obesity.

Highlights

  • In the United States, 18.5% of children and adolescents are obese [1]

  • Pairwise comparisons showed that the group with overweight/obesity had higher values of VE, absolute VO2, VCO2 and lower relative VO2 than healthy-weight group after the upper body (UB) active video games (AVG) playing session (Fig. 1)

  • We aimed to investigate the rapid component of excess postexercise oxygen consumption (EPOC) in children with healthy weight and overweight/obesity after playing UB and WB AVGs, considering the following hypotheses: 1) WB AVG would elicit a higher EPOC

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Summary

Introduction

In the United States, 18.5% of children and adolescents are obese [1]. Children with obesity and overweight frequently have elevated blood pressure and abnormal fasting glucose levels [2]. One of the most popular strategies used to treat or prevent obesity is the reduction of sedentary behavior and increase physical activity levels [4]. Active video games (AVGs) can elicit moderate-to-vigorous physical activity in both adults [7] and children [4, 8]. AVGs have emerged as an alternative for increasing movement and physical activity in children [10]. EPOC as a result of playing active video games (AVG) has been poorly investigated. We aimed to investigate the rapid component of EPOC of children with healthy weight and overweight/obesity (according to their BMI percentile) after playing AVGs that feature predominately upper body (UB) and whole-body (WB) movement

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