Energy expenditure of sedentary screen time compared with active screen time for children.
OBJECTIVE
We examined the effect of activity-enhancing screen devices on children's energy expenditure compared with performing the same activities while seated. Our hypothesis was that energy expenditure would be significantly greater when children played activity-promoting video games, compared with sedentary video games.


METHODS
Energy expenditure was measured for 25 children aged 8 to 12 years, 15 of whom were lean, while they were watching television seated, playing a traditional video game seated, watching television while walking on a treadmill at 1.5 miles per hour, and playing activity-promoting video games.


RESULTS
Watching television and playing video games while seated increased energy expenditure by 20 +/- 13% and 22 +/- 12% above resting values, respectively. When subjects were walking on the treadmill and watching television, energy expenditure increased by 138 +/- 40% over resting values. For the activity-promoting video games, energy expenditure increased by 108 +/- 40% with the EyeToy (Sony Computer Entertainment) and by 172 +/- 68% with Dance Dance Revolution Ultramix 2 (Konami Digital Entertainment).


CONCLUSIONS
Energy expenditure more than doubles when sedentary screen time is converted to active screen time. Such interventions might be considered for obesity prevention and treatment.
Lanningham-Foster
Lorraine
L
Endocrine Research Unit, Mayo Clinic, 200 First St, SW, Rochester, MN 55905, USA.
Jensen
Teresa B
TB
Foster
Randal C
RC
Redmond
Aoife B
AB
Walker
Brian A
BA
Heinz
Dieter
D
Levine
James A
JA
D002648:Child; D004734:Energy Metabolism; D005260:Female; D006801:Humans; D008297:Male; D009043:Motor Activity; D013690:Television; D013997:Time Factors; D018910:Video Games