Modified Active Videogame Play Results in Moderate-Intensity Exercise.

Javier Monedero, Adam C. McDonnell, Melissa Keoghan, Donal J. O'Gorman

Research output: Contribution to journalArticlepeer-review

Abstract

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.
Original languageEnglish
Pages (from-to)234-240
Number of pages7
JournalGames for health journal
Volume3
Issue number4
DOIs
Publication statusPublished - 13 May 2014
Externally publishedYes

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