4.4 Article

Only lower limb controlled interactive computer gaming enables an effective increase in energy expenditure

Journal

EUROPEAN JOURNAL OF APPLIED PHYSIOLOGY
Volume 111, Issue 7, Pages 1465-1472

Publisher

SPRINGER
DOI: 10.1007/s00421-010-1773-3

Keywords

Energy expenditure; Video games; Exergaming; Substrate oxidation

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Limited research documents if new and existing interactive computer gaming exergaming increase energy expenditure and cardio-respiratory costs comparable to common exercise modalities. To address this, healthy male volunteers (n = 15) completed six by 12-min test elements: PlayStation2 (PS2(hand)), Nintendo Wii boxing, walk at 5.6 km h(-1), cycle at 120 W, playing an adapted lower limb controlled PS2 (PS2(limb)) and run at 9.6 km h(-1). In addition, they played PS2(limb) for 30 min and performed an incremental treadmill test to exhaustion. Data were analysed using repeated measures ANOVA with post hoc Tukey tests, P < 0.05 inferred significance. PS2(limb) increased energy expenditure (EE) and post-exercise blood lactate (BLa) significantly higher (P < 0.001) than PS2(hand), Wii gaming or walking at 5.6 km h(-1) (EE: 30.3 +/- A 4.9 vs. 4.7 +/- A 1.1, 22.0 +/- A 6.1 and 17.9 +/- A 1.9 kJ h(-1) kg(-1); BLa: 2.4 +/- A 1.5 vs. 1.0 +/- A 0.3, 1.8 +/- A 0.8 and 0.9 +/- A 0.2 mmol L-1), playing the PS2(limb) raised mean EE over six times greater than PS2(hand). Mean fat and carbohydrate oxidation rates during the 9- to 12-min period playing the PS2(limb) were five and ten times greater than PS2(hand) (0.25 +/- A 0.10 vs. 0.05 +/- A 0.10, 1.69 +/- A 0.52 vs. 0.15 +/- A 0.14 g min(-1), respectively). PS2(limb) met ACSM guidelines for cardiovascular fitness; however, current Wii technology failed. In conclusion, gaming interactive technology must be adapted or designed to include the lower limbs in order to provide a significant exercise stimulus.

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