Interactive video games have been shown to produce elevated heart rates (HR). However, no empirical work has investigated the influence of video game experience level or social condition on physiological responses. PURPOSE: The purpose of this study was to examine the influence of an interactive boxing game (Wii Punchout) on HR response and to determine if experience level or social condition (solo versus paired) influenced HR and perceived exertion (RPE) at self-selected gaming intensities. METHODS: Thirty-six college-age participants (23 males and 13 females) completed two 30 minute gaming sessions (counterbalanced) while playing alone or with a partner. Participants underwent a 15 minute game familiarization and were assigned to an inexperienced (n = 19) or experienced group (n = 17). Experienced players were operationally defined as participants completing two hours of game play prior to their first experimental trial. RESULTS: The difference between experience levels for mean HR and RPE (averaged across the 30 minute session) approached significance (inexperienced: 102 ± 22 bpm, 2.9 ± 1.1 and experienced: 92 ± 23 bpm, 2.3 ± 1.2, p = 0.070 and p = 0.058 respectively). No differences between experience groups were observed for peak HR, recovery HR or session RPE, although the difference for peak HR approached significance (inexperienced: 118 ± 28 bpm versus experienced: 107 ± 20 bpm, p = 0.12). No difference for social condition was observed for any variable, although the difference approached significance for peak HR (solo: 110 ±23 bpm versus paired: 116 ± 24 bpm, p = 0.11). Single sample t-tests indicated that minutes spent above target HR were not significantly above zero (<1% of game play above ACSM recommended target HR). CONCLUSIONS: Wii Punchout provided only a minimal stimulus which was not sufficient to meet ACSM exercise guidelines. A trend indicating higher mean HR (difference approached significance) was observed in inexperienced players. This trend was supported by a higher (nearly significant) reported RPE in the inexperienced group. Thus, experience level may influence the imposed physical demands of interactive video game applications. Social condition did not influence HR or RPE, suggesting social interaction does not affect self-selected intensity.