Title: The Influence Of Upper Extremity And Whole-body Movements On Energy Expenditure During Active Gaming Movements On Energy Expenditure During Active Gaming
Abstract:Active video gaming has recently become an entertaining tool used to exercise and increase energy expenditure. However, the evidence is mixed in regards to whether active gaming alone can facilitate e...Active video gaming has recently become an entertaining tool used to exercise and increase energy expenditure. However, the evidence is mixed in regards to whether active gaming alone can facilitate energy expenditure similar to that of moderate intensity exercise, and likely depends on the type of movements elicited during game play. PURPOSE: To determine the influence of upper extremity and whole-body movements on energy expenditure during active gaming. METHODS: Twenty-four healthy adults completed a training session and four experimental sessions. During each experimental session, participants played one of four active video games for two 15-minute periods, including two boxing-type games and two tennis games. During the first period, participants played the games at a self- selected intensity. During the second period, participants were given specific instructions designed to maximize movement during game play (standardized period). A portable pulmonary gas exchange measurement system measured energy expenditure during game play. Participants also wore an accelerometer on the hip to measure full body movement and one on the dominant wrist to measure arm movement. Accelerometry measures included percentage of time spent in whole body moderate to vigorous physical activity (MVPA), whole-body light physical activity, and whole-body sedentary time, as well as the same measures on the arm. Linear regression was used to determine the most important accelerometer variable in predicting energy expenditure (METS) during the self-selected intensity period and the standardized instructions period. RESULTS: The regression on METS during the self-selected intensity period indicated that the accelerometer data predicted METS (p<.001), accounting for 47% of the variance. Whole body MVPA was the only significant variable (p=.008, Beta=.376), with percentage of time spent in whole body sedentary behavior approaching significance (p=.052, Beta=-.262). The regression on METS during the standardized period revealed similar results, with percentage of time spent in whole body MVPA the only significant predictor (p=.021, Beta=.498). CONCLUSIONS: These results suggest that maximizing whole body MVPA, and not just arm movements, is integral to facilitating energy expenditure during active game play.Read More
Publication Year: 2018
Publication Date: 2018-05-01
Language: en
Type: article
Indexed In: ['crossref']
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