title: Energy expenditure while playing active and inactive video games.
abstract: OBJECTIVE
  To examine energy expenditure (EE) when playing active and inactive videogames (VG).
  
  
  METHODS
  Predicted EE was measured among 51 undergraduate students while playing active and inactive VG (Ontario, Canada).
  
  
  RESULTS
  Predicted EE was significantly higher playing the active VG compared to the inactive VG according to heart rate monitor (97.4 kcal vs 64.7 kcal) and SenseWear armband (192.4 kcal vs 42.3 kcal) estimates.
  
  
  CONCLUSIONS
  Active VG may be a viable intervention tool for increasing EE among students who would otherwise be spending time in sedentary screen-based behaviors.
authors: Department of Population Studies and Surveillance, Cancer Care Ontario, Toronto, ON, Canada. scott.leatherdale@cancercare.on.ca
authors: Scott T
authors: ST
authors: Leatherdale
authors: Sarah J
authors: SJ
authors: Woodruff
authors: Stephen R
authors: SR
authors: Manske
mesh_terms: D000293:Adolescent; D002170:Canada; D004734:Energy Metabolism / Q000502:physiology*; D015444:Exercise / Q000502:physiology; D005260:Female; D006801:Humans; D008297:Male; D018670:Monitoring, Ambulatory / Q000295:instrumentation; D009043:Motor Activity / Q000502:physiology*; D010865:Pilot Projects; D013334:Students; D011795:Surveys and Questionnaires; D013690:Television; D014495:Universities; D018910:Video Games; D055815:Young Adult