-living conditions ( 43 ), and perform poorly on fitness tests ( 32 ) compared with their normal weight counterparts. As a new type of entertainment coupling body movements and video gaming, exergames (also known as active video games) are being used to provide additional opportunities for increasing children
Jungyun Hwang, I-Min Lee, Austin M. Fernandez, Charles H. Hillman and Amy Shirong Lu
Jourdin Barkman, Karin Pfeiffer, Allie Diltz and Wei Peng
Replacing sedentary time with physical activity through new generation exergames (eg, XBOX Kinect) is a potential intervention strategy. The study’s purpose was to compare youth energy expenditure while playing different exergames in single- vs. multiplayer mode.
Participants (26 male, 14 female) were 10 to 13 years old. They wore a portable metabolic analyzer while playing 4 XBOX Kinect games for 15 minutes each (2 single-, 2 multiplayer). Repeated-measures ANOVA (with Bonferroni correction) was used to examine player mode differences, controlling for age group, sex, weight status, and game.
There was a significant difference in energy expenditure between single player (mean = 15.4 ml/kg/min, SD = 4.5) and multiplayer mode (mean = 16.8 ml/kg/min, SD = 4.7). Overweight and obese participants (mean = 13.7 ml/kg/min, SD = 4.2) expended less energy than normal weight (mean = 17.8 ml/kg/min, SD = 4.5) during multiplayer mode (d = 0.93).
Player mode, along with personal factors such as weight status, may be important to consider in energy expenditure during exergames.
Ashleigh J. Sowle, Sarah L. Francis, Jennifer A. Margrett, Mack C. Shelley and Warren D. Franke
areas are further away from urban areas and often do not have fitness centers that are accessible to the entire population (National Rural Health Association, 2011). Exergaming, or the combination of exercise with a video game (i.e., Wii ® and XBOX Kinect ™ ; Chao, Scherer, Wu, Lucke, & Montgomery
Erin K. O’Loughlin, Catherine M. Sabiston, Erika N. Dugas and Jennifer L. O’Loughlin
It is not known if or how exercise behavior regulations (EBRs) relate to exergaming in adolescents. The study objectives were 1) to determine if EBRs differ between adolescents who do and do not exergame; and 2) among exergamers, to describe the associations between EBRs and exergame duration, intensity, and achieving physical activity (PA) guidelines.
This study was a cross-sectional analysis of data collected in mailed self-report questionnaires completed by 1243 students (mean ± SDage = 16.8 ± 0.5 years; 43% boys).
In girls, those who exergamed scored higher than nonexergamers on introjected (mean ± SD = 1.9 ± 1.0 vs.1.6 ± 0.9; P = .001) and identified (mean ± SD = 3.1 ± .0 vs.2.9 ± 0.9; P = .049) regulation. Exergame intensity was associated with identified regulation [OR (95% CI) = 2.2 (1.0, 4.5)], minutes exergaming per week was associated with amotivation [β (95% CI) = 0.4 (−0.0, 0.8)], and achieving guidelines was associated with external [OR (95% CI) = 3.7 (1.0, 13.4)] and identified [OR (95% CI) = 5.6 (2.0, 16.0)] regulations. In boys who exergamed, intrinsic regulation was associated with exergame duration [β (95% CI) = −0.3 (−0.6, 0.0)].
Girls who exergame may have partially internalized exergaming as a PA behavior. Boys may prefer other types of PA such as team sports or other more traditional videogames over exergaming or they may not view exergaming as PA.
Lisa Kakinami, Erin K. O’Loughlin, Erika N. Dugas, Catherine M. Sabiston, Gilles Paradis and Jennifer O’Loughlin
Compared with traditional nonactive video games, exergaming contributes significantly to overall daily physical activity (PA) in experimental studies, but the association in observational studies is not clear.
Data were available in the 2011 to 2012 wave of the Nicotine Dependence in Teens (NDIT) study (N = 829). Multivariable sex-stratified models assessed the association between exergaming (1–3 times per month in the past year) and minutes of moderate and vigorous physical activity in the previous week, and the association between exergaming and meeting PA recommendations.
Compared with male exergamers, female exergamers were more likely to believe exergames were a good way to integrate PA into their lives (89% vs 62%, P = .0001). After we adjusted for covariates, male exergamers were not significantly different from male nonexergamers in minutes of PA. Female exergamers reported 47 more minutes of moderate PA in the previous week compared with female nonexergamers (P = .03). There was no association between exergaming and meeting PA recommendations.
Exergaming contributes to moderate minutes of PA among women but not among men. Differences in attitudes toward exergaming should be further explored.
Jennifer Sween, Sherrie Flynt Wallington, Vanessa Sheppard, Teletia Taylor, Adana A. Llanos and Lucile Lauren Adams-Campbell
The high prevalence of obesity in America can be attributed to inadequate energy expenditure as a result of high levels of physical inactivity. This review presents an overview of the current literature on physical activity, specifically through active videogame systems (exergaming) and how these systems can help to increase physical activity levels.
The search strategy for this review was to identify previous studies that investigated energy expenditure levels using a single active video game or a combination of active videogames.
Based on data from 27 studies, a strong correlation exists between exergaming and increased energy expenditure (up to 300% above resting levels). The majority of active videogames tested were found to achieve physical activity levels of moderate intensity, which meet American College of Sports Medicine guidelines for health and fitness.
Exergaming is a new and exciting strategy to potentially improve physical activity levels and reduce obesity among Americans.
Kara A. Strand, Sarah L. Francis, Jennifer A. Margrett, Warren D. Franke and Marc J. Peterson
Exergaming may be an effective strategy to increase physical activity participation among rural older adults. This pilot project examined the effects of a 24-wk exergaming and wellness program (8 wk onsite exergaming, 16-wk wellness newsletter intervention) on physical activity participation and subjective health in 46 rural older adults. Sociodemographic data and self-reported physical activity were analyzed using descriptive statistics and Cochran’s Q, respectively. Qualitative data were reviewed, categorized on the basis of theme, and tabulated for frequency. Increased physical activity and perceived health were the most reported perceived positive changes. Significant increases in physical activity participation were maintained among participants who were physically inactive at baseline. Best-liked features were physical activity and socialization. Findings suggest that this pilot exergaming and wellness program is effective in increasing physical activity in sedentary rural older adults, increasing socialization, and increasing subjective physical health among rural older adults.
Elisa F. Ogawa, Tongjian You and Suzanne G. Leveille
This paper provides a systematic review of current research findings using exergaming as a treatment for improving cognition and dual-task function in older adults. A literature search was conducted to collect exergaming intervention studies that were either randomized controlled or uncontrolled studies. Of the seven identified studies (five randomized controlled studies and two uncontrolled studies), three studies focused on cognitive function alone, two studies focused on dual-task function alone, and two studies measured both cognitive function and dual-task function. Current evidence supports that exergaming improves cognitive function and dual-task function, which potentially leads to fall prevention. However, it is unclear whether exergaming, which involves both cognitive input and physical exercise, has additional benefits compared with traditional physical exercise alone. Further studies should include traditional exercise as a control group to identify these potential, additional benefits.
Zan Gao, Senlin Chen and David F. Stodden
To compare young children’s different intensity physical activity (PA) levels in physical education, recess and exergaming programs.
Participants were 140 first and second grade children (73 girls; Meanage= 7.88 years). Beyond the daily 20-minute recess, participants attended 75-minute weekly physical education classes and another 75-minute weekly exergaming classes. Children’s PA levels were assessed by ActiGraph GTX3 accelerometers for 3 sessions in the 3 programs. The outcome variables were percentages of time spent in sedentary, light PA and moderate-to-vigorous PA (MVPA).
There were significant main effects for program and grade, and an interaction effect for program by grade. Specifically, children’s MVPA in exergaming and recess was higher than in physical education. The 2nd-grade children demonstrated lower sedentary behavior and MVPA than the first-grade children during recess; less light PA in both recess and exergaming than first-grade children; and less sedentary behavior but higher MVPA in exergaming than first-grade children.
Young children generated higher PA levels in recess and exergaming as compared with physical education. Hence, other school-based PA programs may serve as essential components of a comprehensive school PA program. Implications are provided for educators and health professionals.
Zan Gao and Ping Xiang
Exergaming has been considered a fun solution to promoting a physically active lifestyle. This study examined the impact of an exergaming-based program on urban children’s physical activity participation, body composition and perceptions of the program.
A sample of 185 children’s physical activity was measured in August 2009 (pretest), and percent body fat was used as index of body composition. Fourth graders were assigned to intervention group engaging in 30 minutes exergaming-based activities 3 times per week, while third and fifth graders were in comparison group. Measurements were repeated 9 months later (posttest). Interviews were conducted among 12 intervention children.
ANCOVA with repeated measures revealed a significant main effect for intervention, F(1, 179) = 10.69, P < .01. Specifically, intervention children had significantly greater increased physical activity levels than comparison children. Logistic regression for body composition indicated intervention children did not differ significantly in percent body fat change from comparison children, Chi square = 5.42, P = .14. Children interviewed reported positive attitudes toward the intervention.
The implementation of exergaming-based program could have a significantly positive effect on children’s physical activity participation and attitudes. Meanwhile, long-term effect of the program on children’s body composition deserves further investigation.