Dr Gill Barry- AAnalysing the physiological cost of exergaming
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Transcript of Dr Gill Barry- AAnalysing the physiological cost of exergaming
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Dr Gill Barry Department of Sport, Exercise and Rehabilitation
Physiological Cost of Exergaming
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Exergaming and Physiological Cost
• It’s recommended that adults should complete 150 minutes of moderate
intensity activity per week (Haskell, et al., 2007; ACSM, 2014), however these guidelines
are not currently met.
• Video games are played 3-7 times per week, each session lasting on average
1.9 hours among 11-15 year olds (Pratchett, 2005).
• Active Video Games (AVGs) may offer a potential solution.
• Recent evidence suggests AVGs may be physiologically effective to increase
fitness (Bosch, et al., 2012; Graves, et al., 2008; O’Donovan and Hussey, 2012), however the
majority of research has been conducted on the Wii
• The activity must be fun and enjoyable to encourage intrinsic motivation (Atkins,
et al., 2013; Ullrich-French and Smith, 2009).
• Advances in AVGs have led to the development of the Xbox Kinect - a freely
moveable, hands free gaming system which promotes full body movements.
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MET’s
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Conclusion/discussion
90 minute gaming – too long?
METs could have been higher intensity and dropped over the 90 minutes
Wii control flicking of wrist could have impact on EE
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Assessing the physiological cost of active video games (Xbox Kinect™) versus sedentary video games in young
healthy males
METHODOLOGYSample
Single Player: 19 healthy male participants (Age: 23 ± 3 years, Height: 178 ± 6cm,
Weight: 79 ± 15kg).
Multiplayer: 9 healthy male participants (Age: 24 ± 4 years, Height: 178 ± 7cm,
Weight: 79 ± 16kg)
Protocol
Participants visited lab on 3 occasions :-
1. O2max Test
2. Single Player Gaming sedentary versus AVG
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Protocol
O2max Test
• 5 minute warm up
• 10kph start
• 1kph increments every 3 minutes
• 1% inclination
• Continuous expired gas and heart rate collection
• RPE gathered after each 3 minute stage
Gaming
• Played FIFA and CoD on Xbox 360 and River Rush, Reflex Ridge and Boxing on Kinect.
• Continuous HR and gas collection
• FIFA and CoD played for 15 minutes (RPE collected every 3 minutes, last 30 seconds of each 3 minute stage
averaged for HR and O2)
• 3 rounds played on exergames (RPE collected after each round, last 30 seconds of each round averaged for HR and
O2).
• Game order randomised
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RESULTS
RPE METs %HRmax %O2max Kcal/min
FIFA 6 ± 1 2 ± 1 39 ± 6 10 ± 2 2.0 ± 0.4
CoD 6 ± 1 1 ± 0 38 ± 6 9 ± 2 1.8 ± 0.3
Boxing 12 ± 2ab 7 ± 2ab 69 ± 12ab 48 ± 14ab 9.3 ± 2.6ab
Reflex 13 ± 2abc 8 ± 2abc 72 ± 9abc 55 ± 14abc 10.8 ± 3.2abc
River 11 ± 2ab 6 ± 2ab 64 ± 11ab 42 ± 12ab 8.2 ± 2.5ab
Data for each individual game during single player gaming (N=19).
a = significantly different from FIFA (p<0.01).b = significantly different from CoD (p<0.01).c = significantly different from River Rush (p<0.01).
RPE METs %HRmax %O2max Kcal/min
Sedentary 6 ± 1 1 ± 1 39 ± 6 10 ± 2 2 ± 0
Exergaming 12 ± 1** 7 ± 2** 69 ± 9** 49 ± 12** 9 ± 3**
Average physiological responses during single player gaming
** Significant at the p<0.01 level.
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Discussion
Main Findings
• Exergames caused significantly greater physiological
responses than sedentary gaming (p<0.01)
• AVG elicited moderate levels of exercise intensity (64-
72%HRmax) in line with current recommended
physical activity guidelines.
• Reflex Ridge was the most physiologically demanding
game
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Acknowledgements
Susan Allsop (PhD Student, Northumbria University)
Dr Penny Rumbold (Northumbria University)
Dr Caroline Dodd-Reynolds (Durham University)
Lisa Board, Daniel Tough, Racheal Dawe, Phillip Sheeran and Oliver Mattinson (UoS).