ObjectivesExergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame.MethodsEight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted. We measured heart rate (HR), activity duration, caloric expenditure and subject-rated exertion and enjoyment (based on 0–10 Visual Analogue Scale, VAS). We used an average of each outcome variable across the 3 days in the analysis.ResultsThe average intensity during PLAY (73%±10% of HRmax) was significantly higher than that during WALK (57%±7% of HRmax, p=0.01). Participants spent 12.5±5.3 min at 80%–89% of HRmax and 5.5±4.6 min at ≥90% of HRmax during PLAY, whereas intensity during WALK was ≤72% of HRmax. The duration of PLAY was 44.3±0.7 min and of WALK 17.0±0.7 min (p=0.01). The relative energy expenditure during PLAY was 7.6±0.7 kcal/min and during WALK 6.2±0.3 kcal/min (p<0.01). The enjoyment of PLAY (VAS 8.7±0.1) was higher than that of WALK (VAS 3.9±1.8, p=0.01).ConclusionsExergaming can be an innovative way of enjoyable high-intensity training.
Sedentary lifestyle has become a major concern across the world as a result of an increasing number of desk jobs, and a steady increase in digital media consumption. This type of lifestyle can cause major health issues. The immensely popular game Pokémon Go has proven that it is possible to develop games that will motivate people of all ages to be physical active. Our exergame, Exermon, got its inspiration from Pokémon games as well as the Tamagotchi games, where our goal was to motivate the player to do strength exercises to evolve a fantasy character. This paper describes the Exermon game concept, and presents the results from an evaluation of the game where the focus was on the physical, motivational, enjoyment, and engagement effects of playing the game, as well as evaluating the game control, progression and social interaction.
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