Purpose: Active video game systems controlled through upper/lower gestures and motions are becoming enormously popular. The purpose of this study was to examine whether physiological responses to “virtual” self-paced walking bouts are comparable to those physiological responses to more “real”, self-paced treadmill walking bouts. Methods: Eight Italian men (n=3) and women (n=5) performed 10 min. bouts of “real” (i.e., treadmill) and “virtual” (i.e., Wii Fit Plus) walking at a self-­selected pace, which were completed in a random, counterbalanced order. Each activity was continued for 10 min. to obtain a steady state of each physiological variable. Pulmonary ventilation (VE, STPD), oxygen uptake (VO2), and carbon dioxide production (VCO2) were measured by a gas analysis system. Energy expenditure (EE) and metabolic equivalents (METs) were derived from these respiratory measurements. Results: There were no differences between “virtual” and “real” self-paced walking bouts for oxygen uptake, heart rate, and energy expenditure, and METs. Both “virtual” and “real” self-paced walking bouts were classified as moderate intensity (3.0-6.0 METs). Conclusions: Active video game systems controlled through upper/lower gestures and motions may be comparable to more “real”, exercise. These “virtual” activities might contribute for the daily amount of exercise recommendedby the American College of Sports Medicine guidelines.

Can active video games be a good alternative to real exercise for adults? A cross-sectional study

VANDONI, MATTEO;ARPESELLA, MARISA;MAGNANI, BRUNO;
2010-01-01

Abstract

Purpose: Active video game systems controlled through upper/lower gestures and motions are becoming enormously popular. The purpose of this study was to examine whether physiological responses to “virtual” self-paced walking bouts are comparable to those physiological responses to more “real”, self-paced treadmill walking bouts. Methods: Eight Italian men (n=3) and women (n=5) performed 10 min. bouts of “real” (i.e., treadmill) and “virtual” (i.e., Wii Fit Plus) walking at a self-­selected pace, which were completed in a random, counterbalanced order. Each activity was continued for 10 min. to obtain a steady state of each physiological variable. Pulmonary ventilation (VE, STPD), oxygen uptake (VO2), and carbon dioxide production (VCO2) were measured by a gas analysis system. Energy expenditure (EE) and metabolic equivalents (METs) were derived from these respiratory measurements. Results: There were no differences between “virtual” and “real” self-paced walking bouts for oxygen uptake, heart rate, and energy expenditure, and METs. Both “virtual” and “real” self-paced walking bouts were classified as moderate intensity (3.0-6.0 METs). Conclusions: Active video game systems controlled through upper/lower gestures and motions may be comparable to more “real”, exercise. These “virtual” activities might contribute for the daily amount of exercise recommendedby the American College of Sports Medicine guidelines.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11571/218121
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