TY - JOUR
T1 - Activity-Promoting Video Games and Increased Energy Expenditure
AU - Lanningham-Foster, Lorraine
AU - Foster, Randal C.
AU - McCrady, Shelly K.
AU - Jensen, Teresa B.
AU - Mitre, Naim
AU - Levine, James A.
N1 - Copyright:
Copyright 2009 Elsevier B.V., All rights reserved.
PY - 2009/6
Y1 - 2009/6
N2 - Objectives: To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games. Study design: In this single-group study, 22 healthy children (12 ± 2 years; 11 male, 11 female) and 20 adults (34 ± 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter. Results: Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 ± 63 kcal/hr, P < .001, and 148 ± 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 ± 5 arbitrary acceleration units and 23 ± 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii. Conclusion: Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.
AB - Objectives: To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games. Study design: In this single-group study, 22 healthy children (12 ± 2 years; 11 male, 11 female) and 20 adults (34 ± 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter. Results: Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 ± 63 kcal/hr, P < .001, and 148 ± 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 ± 5 arbitrary acceleration units and 23 ± 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii. Conclusion: Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.
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U2 - 10.1016/j.jpeds.2009.01.009
DO - 10.1016/j.jpeds.2009.01.009
M3 - Article
C2 - 19324368
AN - SCOPUS:67349129711
SN - 0022-3476
VL - 154
SP - 819
EP - 823
JO - Journal of Pediatrics
JF - Journal of Pediatrics
IS - 6
ER -