Abstract

BACKGROUND: Physically-interactive video games may allow for the continuation of the reinforcing behavior of playing video games while simultaneously increasing physical activity in children. No research exists evaluating the acute physiologic effects, liking and the relative reinforcing value (RRV) of playing the physically-interactive Nintendo Wii versus a traditional sedentary video game in children. PURPOSE: To determine if VO2, heart rate (HR) and liking of playing Nintendo Wii Sport Boxing was greater than a sedentary video game and treadmill walking. The RRV of playing the Nintendo Wii versus a sedentary video game was also examined. METHODS: HR, VO2, and liking were recorded in boys (n = 12, age 10.5 ± 1.7 years) and girls (n = 12, age 10.3 ± 1.6 years) during three, 10-minute conditions; playing a sedentary video game (Nintendo Punch-Out!), playing Nintendo Wii Sport Boxing, and treadmill walking (1.5 miles·hour-1). HR and VO2 were also measured during 10-minutes of supine rest. Children then performed an operant button pressing task using a progressive fixed ratio schedule to assess the RRV of Nintendo Wii versus Punch-Out!. Children worked to earn access to a total of seven minutes for Nintendo Wii or Punch-Out! and time earned for each game was the measure of RRV. RESULTS: Gender (male, female) by condition (Wii, Punch-Out!, treadmill for liking with resting added for HR and VO2) ANOVAs demonstrated significant main effects for condition (P < 0.01 for all) as HR (124.4 ± 20.3 beats·min-1 Wii, 106.6 ± 12.6 beats·min-1 next greatest), VO2 (11.7 ± 3.2 ml·kg-1·min-1 Wii, 10.2 ± 2.4 ml·kg-1·min-1 next greatest), and liking (8.5 ± 1.8 cm Wii, 6.0 ± 3.1cm next greatest) were greater for Wii relative to all other conditions. Gender by condition (Wii, Punchout) ANCOVA, co-varying for prior Wii experience (some experience, no experience), demonstrated a significant main effect for condition (P = 0.04) as children, when playing the RRV computer task, earned more time for Wii (4.5 ± 2.9 min) relative to Punch-Out! (2.5 ± 2.9min). There were no main or interaction effects for gender (P ≥ 0.05). CONCLUSIONS: Wii Boxing was more physiologically challenging than both a sedentary video game and treadmill walking. Despite this greater physiologic challenge, Wii Boxing was more well-liked and more reinforcing than a sedentary video game.

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