Comparing the physiological cost of step-powered video gaming, sedentary video gaming and self paced ambulatory activity in university students
Ridgers, Nicola Diane, McKinney, Joanna, Stratton, Gareth and Graves, Lee E.F. 2011, Comparing the physiological cost of step-powered video gaming, sedentary video gaming and self paced ambulatory activity in university students, Archives of exercise in health and disease, vol. 2, no. 1, pp. 81-88.
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Objectives: Methods for converting inactive video gaming to active video gaming have gained popularity in recent years. This study compared the physiological cost of a new peripheral device that used steps to power video gaming in an interactive manner against sedentary video gaming and self-paced ambulatory activity of university students (aged 19-29 years). Methods: Nineteen adults (9 male, 10 female) performed six 10-minute activities, namely self-paced leisurely walking, self-paced brisk walking, self-paced jogging, two forms of sedentary video gaming, and step-powered video gaming. Activities were performed in a random order. Physiological cost during the activities was measured using Actiheart. Results: Energy expenditure during step-powered video gaming (388.8 kcal.h-1) was comparable to the energy expended during brisk walking (373.8 kcal.h-1), and elicited a higher energy cost than sedentary video gaming (124.1 kcal.h-1) but a lower energy cost than jogging (694.5 kcal.h-1). Conclusion: Overall, step-powered video gaming could be used as an entertaining and appealing tool to increase physical activity, though it should not be used as a complete substitute for traditional exercise, such as jogging.
Field of Research
110602 Exercise Physiology
Socio Economic Objective
920499 Public Health (excl. Specific Population Health) not elsewhere classified
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