TY - JOUR
T1 - Will Nintendo "wii Fit" Get You Fit? An Evaluation of the Energy Expenditure from Active-Play Videogames
AU - Xian, Ying
AU - Kakinami, Lisa
AU - Peterson, Eric D.
AU - Mustian, Karen M.
AU - Fernandez, I. Diana
N1 - Publisher Copyright:
© Copyright 2014, Mary Ann Liebert, Inc. 2014.
PY - 2014/4/1
Y1 - 2014/4/1
N2 - Objective: This study aimed to determine whether Nintendo® (Redmond, WA) "Wii Fit™" games can help individuals meet physical activity recommendations. Subjects and Methods: Thirty young healthy volunteers were recruited for this randomized crossover study to evaluate the energy expenditure associated with (1) a 30-minute "Wii Fit Free Run," (2) three 10-minute bouts of "Wii Fit" aerobic games ("Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), and (3) 30-minute treadmill running/walking. Energy expenditure was measured by indirect calorimetry using breath-by-breath analyses of O2 consumption and CO2 production. Results: The "Wii Fit" conditions produced a moderate exercise intensity (5.0, 4.1, 3.9, and 3.8 metabolic equivalents [METs] in "Free Run," "Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), whereas the treadmill running/walking produced a vigorous exercise intensity (METs=8.0). Based on federal guidelines, an individual could achieve the minimum weekly goal of 500 MET-minutes by playing selected "Wii Fit" aerobics games for 20-26 minutes a day, 5 days a week. Conclusions: Although not as vigorous as the treadmill, active-play videogames such as "Wii Fit" may provide an alternative way to encourage exercise and increase adoption and adherence to the physical activity guidelines.
AB - Objective: This study aimed to determine whether Nintendo® (Redmond, WA) "Wii Fit™" games can help individuals meet physical activity recommendations. Subjects and Methods: Thirty young healthy volunteers were recruited for this randomized crossover study to evaluate the energy expenditure associated with (1) a 30-minute "Wii Fit Free Run," (2) three 10-minute bouts of "Wii Fit" aerobic games ("Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), and (3) 30-minute treadmill running/walking. Energy expenditure was measured by indirect calorimetry using breath-by-breath analyses of O2 consumption and CO2 production. Results: The "Wii Fit" conditions produced a moderate exercise intensity (5.0, 4.1, 3.9, and 3.8 metabolic equivalents [METs] in "Free Run," "Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), whereas the treadmill running/walking produced a vigorous exercise intensity (METs=8.0). Based on federal guidelines, an individual could achieve the minimum weekly goal of 500 MET-minutes by playing selected "Wii Fit" aerobics games for 20-26 minutes a day, 5 days a week. Conclusions: Although not as vigorous as the treadmill, active-play videogames such as "Wii Fit" may provide an alternative way to encourage exercise and increase adoption and adherence to the physical activity guidelines.
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U2 - 10.1089/g4h.2013.0078
DO - 10.1089/g4h.2013.0078
M3 - Article
C2 - 26196049
AN - SCOPUS:84994008681
SN - 2161-783X
VL - 3
SP - 86
EP - 91
JO - Games for health journal
JF - Games for health journal
IS - 2
ER -