TY - JOUR
T1 - Modified Active Videogame Play Results in Moderate-Intensity Exercise.
AU - Monedero, Javier
AU - McDonnell, Adam C.
AU - Keoghan, Melissa
AU - O'Gorman, Donal J.
N1 - Publisher Copyright:
© Copyright 2014, Mary Ann Liebert, Inc. 2014.
PY - 2014/5/13
Y1 - 2014/5/13
N2 - ObjectiveLarge proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations.Subjects and methodsAfter completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2±3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days.ResultsOxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame.ConclusionsA simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.
AB - ObjectiveLarge proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations.Subjects and methodsAfter completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2±3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days.ResultsOxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame.ConclusionsA simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.
UR - http://www.scopus.com/inward/record.url?scp=84992756967&partnerID=8YFLogxK
U2 - 10.1089/g4h.2013.0096
DO - 10.1089/g4h.2013.0096
M3 - Article
C2 - 26192372
VL - 3
SP - 234
EP - 240
JO - Games for health journal
JF - Games for health journal
IS - 4
ER -