New study recommends using active videogaming (‘exergaming’) to improve children’s health
Levels of physical inactivity and obesity are very high in children, with fewer than 50% of primary school-aged boys and fewer than 28% of girls meeting the minimum levels of physical activity required to maintain health. Exergaming, using active console video games that track player movement to control the game (e.g., Xbox-Kinect, Wii), has become popular, and may provide an alternative form of exercise to counteract sedentary behaviors. In a study scheduled for publication in The Journal of Pediatrics, researchers studied the effects of exergaming on children.
Dr. Louise Naylor and researchers from The University of Western Australia, Liverpool John Moores University, and Swansea University evaluated 15 children, 9-11 years of age, who participated in 15 minutes each of high intensity exergaming (Kinect Sports – 200m Hurdles), low intensity exergaming (Kinect Sports – Ten Pin Bowling), and a graded exercise test (treadmill). The researchers measured energy expenditure. They also measured the vascular response to each activity using flow-mediated dilation (FMD), which is a validated measure of vascular function and health in children.
They found that high intensity exergaming elicited an energy expenditure equivalent to moderate intensity exercise; low intensity exergaming resulted in an energy expenditure equivalent to low intensity exercise. Additionally, although the low intensity exergaming did not have an impact on FMD, high intensity exergaming significantly decreased FMD, suggesting that the latter may improve vascular health in children. High intensity exergaming also increased heart rate and the amount of energy burned. Participants reported similar enjoyment levels with both intensities of exergaming, which indicates that children may be equally likely to continue playing the high intensity games.
According to Dr. Naylor, “Higher intensity exergaming may be a good form of activity for children to use to gain long-term and sustained health benefits.” These findings also support the growing notion that high intensity activity is beneficial for children’s health, and high intensity exergaming should be considered a means of encouraging children to become more active.
Compared with rest and sedentary video game play, active video gaming with dancing and boxing were associated with increased heart rate, oxygen uptake and energy expenditure in a study of 18 school children in England, according to a report published Online First by Archives of Pediatrics & Adolescent Medicine, a JAMA Network publication.
Low levels of physical activity have been linked to obesity. Active video game playing compared with traditional sedentary video game playing encourages more movement and could help children increase their physical activity levels, according to the study background.
Stephen R. Smallwood, M.Sc., and colleagues from the University of Chester, England, examined the physiologic responses and energy expenditure of active video gaming using a video game with a webcam-style sensor device and software technology that allows the player to interact directly without the need for a game controller, the authors explain in the background. The study included 10 boys and eight girls ages 11 to 15 years.
“Significant increases were observed in heart rate, VO2 [oxygen uptake] and energy expenditure during all gaming conditions compared with both rest and sedentary game play,” the authors comment.
The games, Dance Central and Kinect Sports Boxing, increased energy expenditure by 150 percent and 263 percent, respectively, above resting values and were 103 percent and 194 percent higher than traditional video gaming, according to the study.
###
Becky Lindeman
.(JavaScript must be enabled to view this email address)
513-636-7140
Elsevier Health Sciences