Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults

Physiotherapy. 2012 Sep;98(3):205-10. doi: 10.1016/j.physio.2012.05.001. Epub 2012 Jul 13.

Abstract

Objectives: To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure.

Design: Cross-sectional study.

Participants and interventions: Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging.

Main outcome measures: Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game.

Results: Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience.

Conclusions: Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill.

Publication types

  • Clinical Trial
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adult
  • Baseball / physiology
  • Boxing / physiology
  • Energy Metabolism / physiology*
  • Exercise / physiology*
  • Female
  • Health Promotion / methods*
  • Humans
  • Jogging / physiology
  • Male
  • Physical Fitness / physiology*
  • Pilot Projects
  • Reference Values
  • Tennis / physiology
  • Video Games*
  • Young Adult