Energy expended playing video console games: an opportunity to increase children's physical activity?
Version 2 2024-06-04, 07:19Version 2 2024-06-04, 07:19
Version 1 2016-03-14, 12:47Version 1 2016-03-14, 12:47
journal contribution
posted on 2024-06-04, 07:19authored byRalph MaddisonRalph Maddison, CN Mhurchu, A Jull, Y Jiang, H Prapavessis, A Rodgers
This study sought to quantify the energy expenditure and physical activity associated with playing the "new generation" active and nonactive console-based video games in 21 children ages 10-14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129-400%), heart rate (43-84%), and activity counts (122-1288 versus 0-23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
History
Journal
Pediatric exercise science
Volume
19
Pagination
334-343
Location
Champaign, Ill.
ISSN
0899-8493
Language
eng
Publication classification
C Journal article, C1.1 Refereed article in a scholarly journal