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Comparing the physiological cost of step-powered video gaming, sedentary video gaming and self paced ambulatory activity in university students

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posted on 2011-01-01, 00:00 authored by Nicky RidgersNicky Ridgers, J McKinney, G Stratton, L Graves
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.

History

Journal

Archives of exercise in health and disease

Volume

2

Pagination

81 - 88

Location

Plácido Costa, Portugal

Open access

  • Yes

ISSN

1647-1652

Language

eng

Publication classification

C1.1 Refereed article in a scholarly journal

Copyright notice

2011, CIAFEL. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by-nc-nd/3.0/deed.en). You are free: to Share — to copy, distribute and transmit the work, provided the original author and source are credited.

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