Activity and energy expenditure in older people playing active video games

Taylor, Lynne M., Maddison, Ralph, Pfaeffli, Leila A., Rawstorn, Jonathan C., Gant, Nicholas and Kerse, Ngaire M. 2012, Activity and energy expenditure in older people playing active video games, Archives of physical medicine rehabilitation, vol. 93, no. 12, pp. 2281-2286, doi: 10.1016/j.apmr.2012.03.034.

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Title Activity and energy expenditure in older people playing active video games
Author(s) Taylor, Lynne M.
Maddison, RalphORCID iD for Maddison, Ralph orcid.org/0000-0001-8564-5518
Pfaeffli, Leila A.
Rawstorn, Jonathan C.ORCID iD for Rawstorn, Jonathan C. orcid.org/0000-0002-9755-7993
Gant, Nicholas
Kerse, Ngaire M.
Journal name Archives of physical medicine rehabilitation
Volume number 93
Issue number 12
Start page 2281
End page 2286
Total pages 6
Publisher Elsevier
Place of publication Amsterdam, The Netherlands
Publication date 2012-12
ISSN 1532-821X
Keyword(s) Aged
Aged, 80 and over
Body Weights and Measures
Cross-Sectional Studies
Energy Metabolism
Exercise
Female
Humans
Male
Physical Therapy Modalities
Sports
Video Games
Summary OBJECTIVES: To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. DESIGN: Cross-sectional study. SETTING: University research center. PARTICIPANTS: Community-dwelling adults (N=19) aged 70.7±6.4 years. INTERVENTION: Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. MAIN OUTCOME MEASURES: Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). RESULTS: Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. CONCLUSIONS: Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population.
Language eng
DOI 10.1016/j.apmr.2012.03.034
Field of Research 110699 Human Movement and Sports Science not elsewhere classified
1103 Clinical Sciences
1106 Human Movement And Sports Science
1117 Public Health And Health Services
Socio Economic Objective 920499 Public Health (excl. Specific Population Health) not elsewhere classified
HERDC Research category C1.1 Refereed article in a scholarly journal
ERA Research output type C Journal article
Copyright notice ©2012, American Congress of Rehabilitation Medicine
Persistent URL http://hdl.handle.net/10536/DRO/DU:30081674

Document type: Journal Article
Collections: Faculty of Health
School of Exercise and Nutrition Sciences
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