2012
DOI: 10.2174/1875399x01205010001
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Measurement of Energy Expenditure while Playing Exergames at a Selfselected Intensity

Abstract: Exergames have been suggested as a possible alternative to traditional exercise in the general population. The purpose of this study was to examine the heart rate (HR) and energy expenditure (EE) of young adults playing several different exergames, while self-selecting the component of the game to play and the intensity. A total of 117 participants, 18–35 years of age, were evaluated on one of four active video games. Participants were free to choose any component of the given game to play and they played at a… Show more

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Cited by 17 publications
(16 citation statements)
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“…11 Exergames require players to use body movements to interact with screen avatars during play, and have potential to promote health and fitness. 12,13 Using exergames in a training program also reveals better adherence and greater improvements in healthrelated physical fitness as compared to traditional aerobic training in young adults. 14 Therefore, exergames may be a pleasurable and viable alternative to traditional exercise modalities and be used as an intervention tool to motivate young adults to meet the recommendation of physical activity set by the American College of Sports Medicine (ACSM).…”
mentioning
confidence: 99%
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“…11 Exergames require players to use body movements to interact with screen avatars during play, and have potential to promote health and fitness. 12,13 Using exergames in a training program also reveals better adherence and greater improvements in healthrelated physical fitness as compared to traditional aerobic training in young adults. 14 Therefore, exergames may be a pleasurable and viable alternative to traditional exercise modalities and be used as an intervention tool to motivate young adults to meet the recommendation of physical activity set by the American College of Sports Medicine (ACSM).…”
mentioning
confidence: 99%
“…14 Therefore, exergames may be a pleasurable and viable alternative to traditional exercise modalities and be used as an intervention tool to motivate young adults to meet the recommendation of physical activity set by the American College of Sports Medicine (ACSM). 12 12,13,[16][17][18][19][20][21][22][23][24] Whereas some studies illustrate that the intensity of exergames is at the moderate to vigorous level 12,17,[19][20][21] other studies show that the intensity is merely at a light to moderate level. 13,16,18,[22][23][24] The discrepancy may be due not only to game selections 12,22-24 but also to the differences among console systems.…”
mentioning
confidence: 99%
“…However, given that boys have consistently been shown to expend greater energy playing AVGs in previous studies, our findings may simply reflect the different way boys play AVGs. 18,33,34 The observed interclass correlation of 0.4 in this study suggests that participants expend similar amounts of energy regardless of how they choose to play the AVG. In the case of ''Sonic Free Riders,'' the increase in energy expenditure from rest to each of the four gaming sessions was significantly higher, but was lowest in week 1.…”
Section: Discussionmentioning
confidence: 55%
“…A moderate level of intensity was also found among college students who played AVGs at an intensity of their choice. 33 Free play may also explain, in part, the differences in energy expenditure between boys and girls in this study. Although not measured in this study, withingame preferences may have differed by gender, with males choosing on average game elements that required more energy expenditure.…”
Section: Discussionmentioning
confidence: 77%
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