Key result
A 15-minute session of electronic exercise gaming moderately increased heart rate, blood pressure, and perceived exertion compared to resting levels in older adults.
Why the study?
Does 15 minutes of electronic exercise gaming increase cardiovascular responses and enjoyment in healthy older adults compared to resting levels?
Does 15 minutes of electronic exercise gaming increase cardiovascular responses and enjoyment in healthy older adults compared to resting levels?
Electronic exercise gaming (Nintendo Wii Tennis) represents an enjoyable, moderate-intensity physical activity for healthy older adults that safely increases cardiovascular responses.
Answers are grounded in this paper and cite their sources.
May support exergaming as moderate activity for older adults; hypothesis-generating for adherence and outcomes.
The purpose of this study was to quantify the cardiovascular responses and enjoyment of one trial of electronic exercise gaming (EG) (Nintendo® Wii™ Tennis) in healthy, older adults (mean age = 81 [SD = 4 years]). Findings indicate that 15 minutes of EG moderately increased heart rate (p < 0.001), blood pressure (p < 0.001), and perceived exertion (p < 0.0001) compared to resting levels. This corresponded to achieving 64% of age-predicted maximum heart rate. No differences were observed for the cardiovascular responses to EG between genders, but participants taking beta-blocker drugs showed an attenuated response (p < 0.05). All participants completed EG tennis without excessive fatigue, with 86% of participants enjoying the experience. There were only a few cases of EG-related arrhythmias (n = 2) and post-exercise muscle soreness (n = 3). These results suggest that Nintendo Wii Tennis EG technology represents an enjoyable, moderate intensity physical activity for healthy, older adults. [Journal of Gerontological Nursing, 39(12), 43–54.] Dr. Fachko is Postdoctoral Fellow, Center for Sleep and Circadian Neurobiology, University of Pennsylvania Perelman School of Medicine, Dr. Bowles is Professor and Ralston House Endowed Term Chair in Gerontological Nursing, and Director, Center for Integrative Science in Aging, School of Nursing, and Dr. Robinson is Chief of Rehabilitation, Philadelphia VA Medical Center, and Associate Professor, Department of Physical Medicine and Rehabilitation, Perelman School of Medicine, University of Pennsylvania, and Dr. Libonati is Associate Professor and Director, Laboratory of Innovative and Translational Nursing Research, Biobehavioral Health Sciences, University of Pennsylvania School of Nursing, Philadelphia, Pennsylvania; and Dr. Xiao is Postdoctoral Fellow, Nell Hodgson Woodruff School of Nursing, Emory University, Atlanta, Georgia. The authors have disclosed no potential conflicts of interest, financial or otherwise. The authors acknowledge the Jonas Center for Nursing Excellence for support in providing scholarship funding for the principal investigator (M.J.F.) during his doctoral studies when these data were collected. Address correspondence to Joseph R. Libonati, PhD, Associate Professor, Director, Laboratory of Innovative and Translational Nursing Research, Biobehavioral Health Sciences, University of Pennsylvania School of Nursing, 135 Claire M. Fagin Hall, 418 Curie Boulevard, Philadelphia, PA 19104-4217; e-mail: jlibonat@nursing.upenn.edu. Received: August 31, 2012 Accepted: February 15, 2013 Posted Online: July 12, 2013
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Fachko et al. (2013) studied Healthy. Electronic exercise gaming (Nintendo Wii Tennis) vs. Resting levels was evaluated on Cardiovascular responses (heart rate, blood pressure) and perceived exertion (p=<0.001). A 15-minute session of electronic exercise gaming moderately increased heart rate, blood pressure, and perceived exertion compared to resting levels in older adults.
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