title: Energy expended playing video console games: an opportunity to increase children's physical activity?
abstract: This study sought to quantify the energy expenditure and physical activity associated with playing the "new generation" active and nonactive console-based video games in 21 children ages 10-14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129-400%), heart rate (43-84%), and activity counts (122-1288 versus 0-23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
authors.affiliation: Clinical Trials Research Unit, University of Auckland, Auckland, New Zealand.
authors.forename: Ralph
authors.initials: R
authors.lastname: Maddison
authors.forename: Cliona Ni
authors.initials: CN
authors.lastname: Mhurchu
authors.forename: Andrew
authors.initials: A
authors.lastname: Jull
authors.forename: Yannan
authors.initials: Y
authors.lastname: Jiang
authors.forename: Harry
authors.initials: H
authors.lastname: Prapavessis
authors.forename: Anthony
authors.initials: A
authors.lastname: Rodgers
mesh_terms: D000293:Adolescent; D002648:Child; D003615:Dancing; D004734:Energy Metabolism; D015444:Exercise; D005260:Female; D006801:Humans; D008297:Male; D013177:Sports; D014584:User-Computer Interface; D018910:Video Games