Abstract

Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing the “exergame” (Wii) more motivating than the sedentary video game (Playstation 2) when with a peer. Seventeen children (age 8.5 ± 0.4 years) rested, played the sedentary video game and “exergame” for 10 min each, in two conditions: one in which the children rested/played the games alone (alone condition) and another in which they played with a peer (peer condition). Oxygen consumption (VO2), and liking (visual analog scale) was assessed for each 10-min condition. After three 10-min resting/gaming conditions, motivation was assessed using a relative reinforcing value task in which children performed computer mouse presses to gain additional access for either the sedentary video game or “exergame.” VO2 was greater (p < 0.001) during “exergame” play (mean = 12.17 ± 4.1 ml·kg−1·min−1) vs. rest (mean = 5.14 ± 1.46 ml·kg−1·min−1) and the sedentary video game (mean = 5.83 ± 2.1 ml·kg−1·min−1). During the peer condition, there were no significant differences (p > 0.05) in VO2 relative to the alone condition. In an exploratory analysis boys exhibited a greater (p = 0.02) increase in VO2 from rest to “exergame” (Δ 9.0 ± 3.7 ml·kg−1·min−1), relative to girls (Δ 4.9 ± 2.9 ml·kg−1·min−1). Boys showed a significantly greater increase (p = 0.05) in VO2 from the resting condition to “exergame” in the presence of a peer (Δ 11.1 ± 5.3 ml·kg−1·min−1) vs. the alone condition (Δ 6.8 ± 3.1 ml·kg−1 ·min−1). Liking was significantly (p < 0.001) greater for “exergame” (7.7 ± 1.9 cm) and the sedentary video game (8.3 ± 1.3 cm) relative to rest (4.0 ± 2.8 cm). Motivation for “exergame” significantly decreased (p = 0.03) from alone (340.8 ± 106.8 presses) to the peer condition (147.8 ± 81.6 presses).Conclusion: VO2 was greater during “exergame” play relative to the sedentary video game. The presence of a peer did not increase VO2 during “exergame” play. Surprisingly, the presence of a peer decreased children's motivation to play “exergame” vs. the sedentary video game.

Highlights

  • The percentage of overweight children age 6–19 years in the United States increased to 16% by 2002, nearly triple what it was in 1980, and reached 16.9% by 2009 (Ogden and Flegal, 2010; Ogden et al, 2012)

  • Paired-Samples t-test revealed that the main effect for gaming was due to greater (p < 0.001) VO2 when playing “exergame” (12.2 ± 4.1 ml·kg−1·min−1; 3.5 ± 0.26 metabolic equivalents (METS)) relative to the resting (5.1 ± 1.5 ml·kg−1·min−1; 1.46 ± 0.1 METS) and the sedentary video game conditions (5.8 ± 2.0 ml·kg−1·min−1; 1.65 ± 0.13 METS)

  • The presence of a peer resulted in decreased motivation to play exergames

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Summary

Introduction

The percentage of overweight children age 6–19 years in the United States increased to 16% by 2002, nearly triple what it was in 1980, and reached 16.9% by 2009 (Ogden and Flegal, 2010; Ogden et al, 2012). While many factors contribute to the rise in childhood inactivity, one factor may be the increased access to highly-motivating sedentary behaviors (i.e., behaviors that are associated with sitting) such as television, video games and computers These “square screen” activities have become so alluring and reinforcing (i.e., motivating) that they are directly contributing to the increase in children’s sedentary behavior (Sisson et al, 2009). In the U.S, 47% of children age 2–15 years, spend more than 2 h per day in sedentary leisure activity and may sit for as many as 10 h per day (Rennie et al, 2005; Sisson et al, 2009).

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