Adolescent girls' energy expenditure during dance simulation active computer gaming.
The objective of this study was to determine the energy expended and intensity of physical activity achieved by adolescent girls while playing on a dance simulation game. Twenty adolescent girls were recruited from a local secondary school. Resting oxygen uptake (VO(2)) and heart rate were analysed while sitting quietly and subsequently during approximately 30 min of game play, with 10 min at each of three increasing levels of difficulty. Energy expenditure was predicted from VO(2) at rest and during game play at three levels of play, from which the metabolic equivalents (METS) of game playing were derived. Mean +/- standard deviation energy expenditure for levels 1, 2, and 3 was 3.63 +/- 0.58, 3.65 +/- 0.54, and 4.14 +/- 0.71 kcal . min(-1) respectively, while mean activity for each level of play was at least of moderate intensity (>3 METS). Dance simulation active computer games provide an opportunity for most adolescent girls to exercise at moderate intensity. Therefore, regular playing might contribute to daily physical activity recommendations for good health in this at-risk population.
Fawkner
Samantha G
SG
School of Life Sciences, Heriot-Watt University, Riccarton, Edinburgh, UK. s.g.fawkner@hw.ac.uk
Niven
Alisa
A
Thin
Alasdair G
AG
Macdonald
Mhairi J
MJ
Oakes
Jemma R
JR
D000293:Adolescent; D003615:Dancing / Q000502:physiology*; D004734:Energy Metabolism; D015444:Exercise / Q000502:physiology*; D005260:Female; D006339:Heart Rate; D006801:Humans; D010101:Oxygen Consumption / Q000502:physiology*; D005082:Physical Exertion / Q000502:physiology*; D012146:Rest; D018910:Video Games