Exergaming Should Be Encouraged and Expanded
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"Exergames" Players Expend Energy at Real-Life Play Levels

A variety of "exergames" raised children’s energy expenditure to a moderate to vigorous level of intensity, comparing favorably with treadmill walking at 3 mph, according to a report published online in the Archives of Pediatrics and Adolescent Medicine.

Middle school–aged children showed a four- to eightfold increase in energy expenditure when they played any of six interactive video or electronic games that featured player movement similar to what would occur with real-life participation in the games, said Bruce W. Bailey, Ph.D., of the department of exercise sciences at Brigham Young University, Provo, Utah, and Kyle McInnis, Sc.D., of the department of exercise and health sciences at the University of Massachusetts, Boston.

Photo (c)Christophe Schmid/ Fotolia.com
    Children who played interactive video games (such as the Wii game shown above) had energy expenditures similar to what would be expended in real-life active games participation.

The investigators assessed energy expenditure with three commercial and three consumer exergaming systems with multiple games as well as multiple levels of intensity within each game. These had been selected to include the most aerobically challenging games available and included running, dancing, and simulated boxing.

This is the first published study to examine "commercial exergaming equipment that is currently being marketed to schools and fitness facilities as an alternative form of exercise," the investigators noted.

The 19 boys and 20 girls, aged 9-13 years, were healthy and of diverse ethnic backgrounds (57% African American, 11% white, 12% Hispanic, and 20% other). A total of 21 subjects (54%) were either overweight or at risk for overweight, while 18 (46%) were of normal weight.

Energy expenditure was measured using indirect calorimetry and a portable metabolic cart. The subjects were evaluated at rest, during 10 minutes of activity as they rotated through all of the games, and while walking on a treadmill.

Every game significantly raised energy expenditure to a moderate to vigorous level, and four of the six games raised it above the level expended during treadmill walking. "This level of intensity is consistent with current physical activity recommendations for children and can be used to alter energy balance," Dr. Bailey and Dr. McInnis said (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.15]).

Surprisingly, energy expenditure was the same between subjects in the top 15% of body mass index (BMI) and subjects with lower BMI. In fact, higher-weight children enjoyed one particular system, Sportwall, more than did normal-weight children.

"Sportwall was unique in that it was played in teams [of four to five children], and the activity was intermittent and of a high intensity. Thus, the social interaction and intermittent high-intensity nature of the activity may be why the children with higher BMIs enjoyed it more," the researchers said.

Boys and girls reported equally high levels of enjoyment with all the games. Boys tended to like the boxing game more than girls did, and girls preferred the dancing game more than boys did.

"Although exergaming is most likely not the solution to the epidemic of reduced physical activity in children, it appears to be a potentially innovative strategy that can be used to reduce sedentary time, increase adherence to exercise programs, and promote enjoyment of physical activity. This may be especially important for at-risk populations, specifically children who carry excess body weight," the investigators said.

Future studies should assess how prolonged participation in exergaming alters energy balance and adiposity, Dr. Bailey and Dr. McInnis added.

James F. Sallis, Ph.D., of the department of psychology at San Diego State University, said that the findings of this study "show how much physical activity exergames have the potential to yield. The next question is how much activity they actually yield."

Clinicians must keep in mind that the effect on health outcomes depends on the frequency, intensity, duration, and types of exergames played in everyday life, and that such use typically declines within a few weeks or months.

Nevertheless, "the use of such games is an approach that should be encouraged, improved, and expanded," he said in an editorial comment accompanying the study (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.16]). "We need to pursue every avenue for getting adolescents active and not place our hopes on any single option."

Dr. Sallis reported financial ties to Santech Inc. and is the cofounder of the Sports, Play, and Active Recreation for Kids (SPARK) program of School Specialty Inc. His preparation of the editorial comment from which these remarks were taken was supported by the Robert Wood Johnson Foundation.

This study was funded by the University of Massachusetts. Dr. Bailey and Dr. McInnis reported no financial disclosures.

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"The findings by Bailey and McInnis show how much physical activity exergames have the potential to yield. The next question is how much activity they actually yield," said James F. Sallis, Ph.D.

Clinicians must keep in mind that the effect on health outcomes depends on the frequency, intensity, duration, and types of exergames played in everyday life, and that such use typically declines within a few weeks or months.

Nevertheless, "the use of such games is an approach that should be encouraged, improved, and expanded," he said. "We need to pursue every avenue for getting adolescents active and not place our hopes on any single option."

Dr. Sallis is in the department of psychology at San Diego State University. He reported financial ties to Santech Inc. and is the cofounder of the Sports, Play, and Active Recreation for Kids (SPARK) program of School Specialty Inc. His preparation of the editorial comment from which these remarks were taken (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.16]) was supported by the Robert Wood Johnson Foundation.

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"The findings by Bailey and McInnis show how much physical activity exergames have the potential to yield. The next question is how much activity they actually yield," said James F. Sallis, Ph.D.

Clinicians must keep in mind that the effect on health outcomes depends on the frequency, intensity, duration, and types of exergames played in everyday life, and that such use typically declines within a few weeks or months.

Nevertheless, "the use of such games is an approach that should be encouraged, improved, and expanded," he said. "We need to pursue every avenue for getting adolescents active and not place our hopes on any single option."

Dr. Sallis is in the department of psychology at San Diego State University. He reported financial ties to Santech Inc. and is the cofounder of the Sports, Play, and Active Recreation for Kids (SPARK) program of School Specialty Inc. His preparation of the editorial comment from which these remarks were taken (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.16]) was supported by the Robert Wood Johnson Foundation.

Body

"The findings by Bailey and McInnis show how much physical activity exergames have the potential to yield. The next question is how much activity they actually yield," said James F. Sallis, Ph.D.

Clinicians must keep in mind that the effect on health outcomes depends on the frequency, intensity, duration, and types of exergames played in everyday life, and that such use typically declines within a few weeks or months.

Nevertheless, "the use of such games is an approach that should be encouraged, improved, and expanded," he said. "We need to pursue every avenue for getting adolescents active and not place our hopes on any single option."

Dr. Sallis is in the department of psychology at San Diego State University. He reported financial ties to Santech Inc. and is the cofounder of the Sports, Play, and Active Recreation for Kids (SPARK) program of School Specialty Inc. His preparation of the editorial comment from which these remarks were taken (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.16]) was supported by the Robert Wood Johnson Foundation.

Title
Exergaming Should Be Encouraged and Expanded
Exergaming Should Be Encouraged and Expanded

A variety of "exergames" raised children’s energy expenditure to a moderate to vigorous level of intensity, comparing favorably with treadmill walking at 3 mph, according to a report published online in the Archives of Pediatrics and Adolescent Medicine.

Middle school–aged children showed a four- to eightfold increase in energy expenditure when they played any of six interactive video or electronic games that featured player movement similar to what would occur with real-life participation in the games, said Bruce W. Bailey, Ph.D., of the department of exercise sciences at Brigham Young University, Provo, Utah, and Kyle McInnis, Sc.D., of the department of exercise and health sciences at the University of Massachusetts, Boston.

Photo (c)Christophe Schmid/ Fotolia.com
    Children who played interactive video games (such as the Wii game shown above) had energy expenditures similar to what would be expended in real-life active games participation.

The investigators assessed energy expenditure with three commercial and three consumer exergaming systems with multiple games as well as multiple levels of intensity within each game. These had been selected to include the most aerobically challenging games available and included running, dancing, and simulated boxing.

This is the first published study to examine "commercial exergaming equipment that is currently being marketed to schools and fitness facilities as an alternative form of exercise," the investigators noted.

The 19 boys and 20 girls, aged 9-13 years, were healthy and of diverse ethnic backgrounds (57% African American, 11% white, 12% Hispanic, and 20% other). A total of 21 subjects (54%) were either overweight or at risk for overweight, while 18 (46%) were of normal weight.

Energy expenditure was measured using indirect calorimetry and a portable metabolic cart. The subjects were evaluated at rest, during 10 minutes of activity as they rotated through all of the games, and while walking on a treadmill.

Every game significantly raised energy expenditure to a moderate to vigorous level, and four of the six games raised it above the level expended during treadmill walking. "This level of intensity is consistent with current physical activity recommendations for children and can be used to alter energy balance," Dr. Bailey and Dr. McInnis said (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.15]).

Surprisingly, energy expenditure was the same between subjects in the top 15% of body mass index (BMI) and subjects with lower BMI. In fact, higher-weight children enjoyed one particular system, Sportwall, more than did normal-weight children.

"Sportwall was unique in that it was played in teams [of four to five children], and the activity was intermittent and of a high intensity. Thus, the social interaction and intermittent high-intensity nature of the activity may be why the children with higher BMIs enjoyed it more," the researchers said.

Boys and girls reported equally high levels of enjoyment with all the games. Boys tended to like the boxing game more than girls did, and girls preferred the dancing game more than boys did.

"Although exergaming is most likely not the solution to the epidemic of reduced physical activity in children, it appears to be a potentially innovative strategy that can be used to reduce sedentary time, increase adherence to exercise programs, and promote enjoyment of physical activity. This may be especially important for at-risk populations, specifically children who carry excess body weight," the investigators said.

Future studies should assess how prolonged participation in exergaming alters energy balance and adiposity, Dr. Bailey and Dr. McInnis added.

James F. Sallis, Ph.D., of the department of psychology at San Diego State University, said that the findings of this study "show how much physical activity exergames have the potential to yield. The next question is how much activity they actually yield."

Clinicians must keep in mind that the effect on health outcomes depends on the frequency, intensity, duration, and types of exergames played in everyday life, and that such use typically declines within a few weeks or months.

Nevertheless, "the use of such games is an approach that should be encouraged, improved, and expanded," he said in an editorial comment accompanying the study (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.16]). "We need to pursue every avenue for getting adolescents active and not place our hopes on any single option."

Dr. Sallis reported financial ties to Santech Inc. and is the cofounder of the Sports, Play, and Active Recreation for Kids (SPARK) program of School Specialty Inc. His preparation of the editorial comment from which these remarks were taken was supported by the Robert Wood Johnson Foundation.

This study was funded by the University of Massachusetts. Dr. Bailey and Dr. McInnis reported no financial disclosures.

A variety of "exergames" raised children’s energy expenditure to a moderate to vigorous level of intensity, comparing favorably with treadmill walking at 3 mph, according to a report published online in the Archives of Pediatrics and Adolescent Medicine.

Middle school–aged children showed a four- to eightfold increase in energy expenditure when they played any of six interactive video or electronic games that featured player movement similar to what would occur with real-life participation in the games, said Bruce W. Bailey, Ph.D., of the department of exercise sciences at Brigham Young University, Provo, Utah, and Kyle McInnis, Sc.D., of the department of exercise and health sciences at the University of Massachusetts, Boston.

Photo (c)Christophe Schmid/ Fotolia.com
    Children who played interactive video games (such as the Wii game shown above) had energy expenditures similar to what would be expended in real-life active games participation.

The investigators assessed energy expenditure with three commercial and three consumer exergaming systems with multiple games as well as multiple levels of intensity within each game. These had been selected to include the most aerobically challenging games available and included running, dancing, and simulated boxing.

This is the first published study to examine "commercial exergaming equipment that is currently being marketed to schools and fitness facilities as an alternative form of exercise," the investigators noted.

The 19 boys and 20 girls, aged 9-13 years, were healthy and of diverse ethnic backgrounds (57% African American, 11% white, 12% Hispanic, and 20% other). A total of 21 subjects (54%) were either overweight or at risk for overweight, while 18 (46%) were of normal weight.

Energy expenditure was measured using indirect calorimetry and a portable metabolic cart. The subjects were evaluated at rest, during 10 minutes of activity as they rotated through all of the games, and while walking on a treadmill.

Every game significantly raised energy expenditure to a moderate to vigorous level, and four of the six games raised it above the level expended during treadmill walking. "This level of intensity is consistent with current physical activity recommendations for children and can be used to alter energy balance," Dr. Bailey and Dr. McInnis said (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.15]).

Surprisingly, energy expenditure was the same between subjects in the top 15% of body mass index (BMI) and subjects with lower BMI. In fact, higher-weight children enjoyed one particular system, Sportwall, more than did normal-weight children.

"Sportwall was unique in that it was played in teams [of four to five children], and the activity was intermittent and of a high intensity. Thus, the social interaction and intermittent high-intensity nature of the activity may be why the children with higher BMIs enjoyed it more," the researchers said.

Boys and girls reported equally high levels of enjoyment with all the games. Boys tended to like the boxing game more than girls did, and girls preferred the dancing game more than boys did.

"Although exergaming is most likely not the solution to the epidemic of reduced physical activity in children, it appears to be a potentially innovative strategy that can be used to reduce sedentary time, increase adherence to exercise programs, and promote enjoyment of physical activity. This may be especially important for at-risk populations, specifically children who carry excess body weight," the investigators said.

Future studies should assess how prolonged participation in exergaming alters energy balance and adiposity, Dr. Bailey and Dr. McInnis added.

James F. Sallis, Ph.D., of the department of psychology at San Diego State University, said that the findings of this study "show how much physical activity exergames have the potential to yield. The next question is how much activity they actually yield."

Clinicians must keep in mind that the effect on health outcomes depends on the frequency, intensity, duration, and types of exergames played in everyday life, and that such use typically declines within a few weeks or months.

Nevertheless, "the use of such games is an approach that should be encouraged, improved, and expanded," he said in an editorial comment accompanying the study (Arch. Pediatr. Adolesc. Med. 2011 [doi:10.1001/archpediatrics.2011.16]). "We need to pursue every avenue for getting adolescents active and not place our hopes on any single option."

Dr. Sallis reported financial ties to Santech Inc. and is the cofounder of the Sports, Play, and Active Recreation for Kids (SPARK) program of School Specialty Inc. His preparation of the editorial comment from which these remarks were taken was supported by the Robert Wood Johnson Foundation.

This study was funded by the University of Massachusetts. Dr. Bailey and Dr. McInnis reported no financial disclosures.

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"Exergames" Players Expend Energy at Real-Life Play Levels
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Major Finding: Energy expenditure increased four- to eightfold when middle-school children played any of a variety of "exergames," interactive video or electronic games that feature player movement similar to that in real-life games.

Data Source: A comparison of energy expenditure at rest with that during treadmill walking and 10 minutes of playing six different exergames in 19 boys and 20 girls aged 9-13 years.

Disclosures: This study was funded by the University of Massachusetts. Dr. Bailey and Dr. McInnis reported no financial disclosures.