2009
DOI: 10.1016/j.jpeds.2009.01.009
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Activity-Promoting Video Games and Increased Energy Expenditure

Abstract: Objectives-Children and adults spend large portions of their days in front of screens. Our hypothesis was that both children and adults would expend more calories and move more while playing activity-promoting video games compared to sedentary video games.Study Design-In this single-group study, twenty-two healthy children (12 ± 2 years, 11 M, 11 F) and 20 adults (34 ± 11 years, 10 M, 10 F) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watchin… Show more

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Cited by 235 publications
(204 citation statements)
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“…The effects of nutrition-and physical activity-promoting advergames have not been tested. However, playing active video games on a regular basis increases children's overall level of physical activity and energy expenditure (Graf, Pratt, Hester, & Short, 2008;Lanningham-Foster et al, 2009). Similarly, playing video games can increase healthy eating.…”
Section: The Need For Additional Researchmentioning
confidence: 99%
“…The effects of nutrition-and physical activity-promoting advergames have not been tested. However, playing active video games on a regular basis increases children's overall level of physical activity and energy expenditure (Graf, Pratt, Hester, & Short, 2008;Lanningham-Foster et al, 2009). Similarly, playing video games can increase healthy eating.…”
Section: The Need For Additional Researchmentioning
confidence: 99%
“…Nevertheless, virtual reality games involve innovative technology that can improve the physical activity levels of subjects with chronic disabilities (Lanningham-Foster et al 2009;Miyachi et al 2010). In fact, in a recent pilot study, virtual reality game technology was examined as a potential intervention for promoting motor recovery after stroke (Saposnik et al 2010a;Hurkmans et al 2011).…”
mentioning
confidence: 99%
“…16,17 Because exergames can be played in a variety of settings including unsafe neighborhoods, 18 they can increase opportunities for youth to engage in PA 11,12,16,19,20 and decrease sedentary behavior. 18,19,[21][22][23][24][25] Exergaming may have added value in youth compared with adults because young people are generally more physically active (ie, move more) while exergaming, 26 and game exertion (effort) is not a deterrent to exergaming. 27 Exergaming may be more enjoyable than sedentary video games and treadmill workouts, 28 and they provide youth with opportunities to try a range of sports (eg, boxing, kung fu), which may in turn increase motivation to become involved in these activities at school or local sports centers.…”
mentioning
confidence: 99%