2013
DOI: 10.1089/g4h.2013.0037
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New-Generation Active Videogaming Maintains Energy Expenditure in Children Across Repeated Bouts

Abstract: The Microsoft Xbox 360 Kinect games in this study were found to elicit moderate-intensity exercise over four gaming sessions, with no decay in energy expenditure over several gaming sessions. Although small differences in the energy expenditure between the six Microsoft Xbox Kinect games were found, they are all likely to contribute toward reduced sitting time in children.

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Cited by 12 publications
(16 citation statements)
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“…The 4 active video games (Kinect Adventures Reflex Ridge, Just Dance 3, Wipeout, and Kinect Sports Boxing) were chosen because they had produced at least moderate-level physical activity in prior literature. 5,8 The 2 games chosen, the order in which the games were played, and the order in which the participants played single-or multiplayer were randomly decided. If the player completed a level within the 15-minute period s/he was instructed to begin the next most basic level.…”
Section: Methodsmentioning
confidence: 99%
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“…The 4 active video games (Kinect Adventures Reflex Ridge, Just Dance 3, Wipeout, and Kinect Sports Boxing) were chosen because they had produced at least moderate-level physical activity in prior literature. 5,8 The 2 games chosen, the order in which the games were played, and the order in which the participants played single-or multiplayer were randomly decided. If the player completed a level within the 15-minute period s/he was instructed to begin the next most basic level.…”
Section: Methodsmentioning
confidence: 99%
“…4 The new-generation video game consoles that incorporate physical activity by mirroring the players' movements onto the screen offer an opportunity to provide the same video games to which adolescents are accustomed, but with added physical activity. 5 Previous active gaming systems, such as the Nintendo Wii or the PlayStation Move, resorted to sensors and controllers to simulate movement in the game.…”
mentioning
confidence: 99%
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“…Several research studies published since 2009 on active gaming and other variables have touched on cardiovascular responses, balance, perceived fitness, and cognitive functioning within a wide array of populations including school-age children, college-age adults, the elderly, and persons with disabilities ( Junior, Dantas, de Souza, & da Silva, 2012;Rosenberg et al, 2013;Shubert, 2010;Siegel, Haddock , Dubois, & Wilkin, 2009). Based on a current literature review, it appears that active gaming is not only growing in popularity, but may also be a reliable means to achieve and maintain an optimal level of fitness.…”
Section: What Does the Current Research Say About Active Gaming?mentioning
confidence: 99%
“…As far as what that means to the public PK-12 physical educator, here are a few highlights. Rosenberg et al (2013) compared energy expenditure (metabolic equivalent of heart rate) over repeated bouts of activity in school-age children, ages 10 to 15 years old, who played various Microsoft Xbox Kinect games during a five-week period.…”
Section: What Does the Current Research Say About Active Gaming?mentioning
confidence: 99%