Key result
Active video games elicited physiological responses meeting recommended exercise intensities and were significantly more enjoyable than conventional exercise in young inactive adults.
Why the study?
Do active video games elicit comparable physiological responses and better psychological responses than conventional exercise in young inactive adults?
RCT (n=23)
Randomized cross-over
No
Do active video games elicit comparable physiological responses and better psychological responses than conventional exercise in young inactive adults?
Active video games can elicit physiological responses that meet recommended exercise intensities while being more enjoyable than conventional exercise in young inactive adults.
Answers are grounded in this paper and cite their sources.
May encourage active video games as enjoyable exercise alternative for inactive young adults; leaves open long-term adherence and CV outcomes.
BACKGROUND: The purpose of this study was to compare entertainment-themed active video game (AVG) and fitness-themed AVG play with traditional exercise to examine the interaction between physiological and psychological responses. METHODS: Participants (N = 23) were randomly assigned to 30-min of (i) self-selected intensity exercise (SS-EX), (ii) moderate intensity exercise (MOD-EX), (iii) entertainment-themed video game (ET-VG) and (iv) fitness-themed video game (FT-VG). Physiological and psychological outcomes were recorded before, during and after each trial. RESULTS: All trials met the ACSM criteria for moderate or vigorous physical activity. The [Formula: see text] (68.3±13.9%) and rate of energy expenditure (10.3±3.1kcal/min) was significantly higher in the SS-EX trial with lowest values reported for ET-VG (p<0.05). No differences were found in % heart rate reserve between SS-EX and FT-VG (66.9±12.5% and 67.1±6% respectively). The AVG's were significantly more enjoyable than the exercise trials (p<0.05) and the ET-VG resulted in the highest core flow and psychological well-being (p<0.05). CONCLUSION: AVG's can elicit physiological responses that meet recommended exercise intensities but are more enjoyable than conventional exercise in young inactive adults. While further work is required, this study highlights the importance of examining the interaction between physiological outcomes and psychological states to increase physical activity and reduce sedentary time.
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Monedero et al. (2017) conducted an RCT in Healthy, inactive adults (n=23). Active video games (entertainment-themed and fitness-themed) vs. Conventional exercise (self-selected and moderate intensity) was evaluated on Rate of energy expenditure (kcal/min) (p=<0.001). Active video games elicited physiological responses meeting recommended exercise intensities and were significantly more enjoyable than conventional exercise in young inactive adults.
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