Energy expenditure while playing active and inactive video games.
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.
Leatherdale
Scott T
ST
Department of Population Studies and Surveillance, Cancer Care Ontario, Toronto, ON, Canada. scott.leatherdale@cancercare.on.ca
Woodruff
Sarah J
SJ
Manske
Stephen R
SR
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