Energy expenditure in adolescents playing new generation computer games.
OBJECTIVE
To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games.


METHODS
Cross sectional comparison of four computer games. Setting Research laboratories.


METHODS
Six boys and five girls aged 13-15 years.


METHODS
Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports).


METHODS
Predicted energy expenditure, compared using repeated measures analysis of variance.


RESULTS
Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kl/kg/min greater when playing active rather than sedentary games.


CONCLUSIONS
Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.
Graves
Lee
L
Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Henry Cotton Campus, Liverpool, UK.
Stratton
Gareth
G
Ridgers
N D
ND
Cable
N T
NT
D000293:Adolescent; D000886:Anthropometry; D003201:Computers; D003430:Cross-Sectional Studies; D004734:Energy Metabolism / Q000502:physiology*; D015444:Exercise / Q000502:physiology*; D005260:Female; D006801:Humans; D008019:Life Style; D008297:Male; D018910:Video Games