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Assessing the physiological cost of multiplayer exergaming (Xbox Kinect™) in comparison to sedentary gaming in young healthy males Daniel Tough1, Lisa.

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Presentation on theme: "Assessing the physiological cost of multiplayer exergaming (Xbox Kinect™) in comparison to sedentary gaming in young healthy males Daniel Tough1, Lisa."— Presentation transcript:

1 Assessing the physiological cost of multiplayer exergaming (Xbox Kinect™) in comparison to sedentary gaming in young healthy males Daniel Tough1, Lisa Board1, Phillip Sheerin1, Oliver Mattinson1, Rachael Dawe1, Gillian Barry2. 1. Department of Sport and Exercise Science, University of Sunderland, SR1 3SD. 2. Department of Sport, Exercise and Rehabilitation, Northumbria University, NE1 8ST. Introduction Physical inactivity is one of the most important risk factors for chronic disease [1]. Many young adults worldwide do not meet minimal physical activity (PA) recommendations [2]. Exergaming, defined as exercise with the use of an interactive computer-generated environment, can be used to facilitate the PA levels of individuals [3]. However, few studies have investigated the energy cost of exergaming in a competitive multiplayer mode. The aim of the study was to assess the physiological cost of playing active video games (AVGs) in comparison to sedentary video games (SVGs) during multiplayer mode. Results Table 1. Average physiological responses during multiplayer gaming RPE METs %HRmax Sedentary 6 ± 0 1 ± 0 35 ± 2 10 ± 3 Exergaming 12 ± 2* 6 ± 1* 62 ± 8* 42 ± 18* * Significant at the P<0.01 level. METHOD A convenience sample of 9 healthy male participants volunteered to take part in the study (Age: 24 ± 4 years, Height: 178 ± 7cm, Body Mass: 79 ± 16kg). Participants completed a V O2max test (treadmill) and a 60 minute exergaming session which included AVGs on the XBOX Kinect™ (Reflex Ridge, Boxing and River Rush) and SVGs on the XBOX 360™ (FIFA and Call of Duty [CoD]). Oxygen consumption ( V O2) was recorded continuously during all games. Heart rate (HR) and rate of perceived exertion (RPE) was taken every 3 minutes (SVGs) and after each round (AVGs). Exercise intensity expressed as metabolic equivalents (METs), percentage of V O2max (% V O2max) and percentage HRmax (%HRmax) were calculated for each game. A one way analysis of variance (ANOVA) with repeated measures was used to identify differences between each game. a b c * * # * * * * * * * * * * Figure 1. Physiological responses between sedentary and active games a) METs b) RPE and c) %HRmax and % VO2max (mean ± s). * Significantly greater than FIFA and Call of Duty (P<0.01). # Significantly greater than River Rush (P<0.01) Conclusionsbetween Active exergaming, but not sedentary gaming, is an effective form of PA and meets current recommended physical activity guidelines for moderate intensity exercise. AVGs should be positively encouraged as an effective alternative form of physical activity for young people. a b Image 1. a) Screen shot of Reflex Ridge, b) Participant playing exergame References Lee, I.M., et al. (2012) Lancet; 380 (9838), Centers for Disease Control and Prevention. Facts about Physical Activity. Atlanta, GA: U.S. Department of Health and Human Services. O’Donovan, C., & Hussey, J. (2012) Physiotherapy, 98 (3), Acknowledgements The author would like to thank supervisors Gillian Barry and Lisa Board and the technical support team, Rachael Dawe, Alice Fisher-Edwards and Sarah Harrison for their expert advice and support. The author would also like to thank the participants for their time and commitment during the study.


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