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Comparing the Physiological Cost of Step-Powered Video Gaming, Sedentary Video Gaming, and Self-Paced Ambulatory Activity in University Students
Author(s) -
Nicola D. Ridgers,
Joanna McKinney,
Gareth Stratton,
Lee Graves
Publication year - 2011
Publication title -
archives of exercise in health and disease
Language(s) - English
Resource type - Journals
ISSN - 1647-1652
DOI - 10.5628/aehd.v2i1.93
Subject(s) - ambulatory , video game , multimedia , psychology , computer science , applied psychology , medicine , surgery
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.

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