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. Author manuscript; available in PMC: 2014 Oct 2.
Published in final edited form as: J Phys Act Health. 2014 May;11(4):864–870. doi: 10.1123/jpah.2011-0425

Table 1.

A summary of exergaming studies: stratified by game type

Interactive aerobic fitness games
Reference Study
Design
Population Exergaming
Activity
Activity
Duration
Results
Mellecker and McManis et al., 2008 Acute effect study; lab-based n=18 children (11 males, 7 females) Ages 6 to 12 years; Caucasian XaviX bowling and XaviX J-Mat 25-minute gaming protocol consisting of 5 minute seated baseline, 5 minute seated computer bowling, 5 minute XaviX bowling, 5 minute seated rest, and 5 minute XaviX J-Mat Energy expenditure was significantly higher for the two active videogames (p<0.001 for both) when compared with rest and seated videogaming.
Miyachi et al., 2010 Acute effect study ; lab-based n=12 adults (7 men, 5 women) Ages 25–44 years; Japanese Wii Fit Sports (5 activities: golf, bowling, balance, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises) 8 minutes on each activity 46 activities were classified as light intensity and 22 activities were classified as moderate.
Graves et al., 2008 Acute Effect Study ;lab-based n=13 children (6 girls, 7 boys); Ages 11–17 years; Caucasian Wii Sports Bowling, Boxing, and Tennis vs. inactive XBOX 360 15 minutes each game Energy expenditure and HR were significantly greater in all active video games compared to rest and sedentary gaming (p<0.001).
Graves et al., 2007 Acute Effect study ; lab-based n=11 children (6 girls, 5 boys); Ages 13 to 15 years; Caucasian Wii Sports Bowling, Boxing, and Tennis 15 minutes each game All active videogames significantly increased energy expenditure (p<0.001) above resting energy expenditure
Worley et al. 2011 Acute Effect Study; lab-based n=8 healthy young women Wii Fit Hula and Wi Fit Steps 10 minutes each at different intensity levels Intermediate level of active videogames produced energy expenditure equivalent to moderate intensity exercise
Lanningham-Foster et al (2009) Acute Effect Study; lab-based n=22 children and adults Wii Boxing 10 minutes Energy expenditure was significantly higher (p<0.03) when compared to resting and sedentary conditions
Leatherdale et al, 2010 Acute Effect Study; lab-based n=51 students Wii Sports Tennis 30 minutes Energy expenditure was significantly higher(p<0.01) playing active videogames compared to sedentary games
Mitre et al 2011 Acute Effect Study; lab-based Lean and obese children Wii games 15 minutes Active videogames increased energy expenditure by 50% above resting
White et al 2011 Acute Effect Study;lab-based 26 boys Wii Fit and Wii Sports 8 minutes each game Active videogames significantly increased energy expenditure (p<0.001) above resting levels
Graves et al 2010 Acute effect study; lab-based n=42 adolescents, young adults and older adults Wii Fit 10 minutes Energy Expenditure was increased (p<0.001) with active videogames when compared to sedentary games.
Guderian et al 2010 Acute effect study; lab-based n=20 men and women Wii Fit 20 minutes Energy expenditure was found to be equivalent to moderate intensity physical activity
Motion capture technology game
Reference Study
Design
Population Exergaming
Activity
Activity
Duration
Outcome
Measure
Results
Ni et al., 2008 Randomized Controlled Trial; home-based n=20 children (8 females, 12 males) Ages 12±1.5 years Cases=10 Controls=10; Caucasian Sony EyeToy gaming package 12-week intervention; substitute inactive videogame use with EyeToy active games Activity counts (as measured by accelerometer) Physical activity (counts per minute) was higher in the active video game intervention group when compared to the control group (mean difference at 12 week = 48 counts/min [95% C.I. −153, 187], p=0.6
Dance simulation games
Reference Study
Design
Population Exergaming
Activity
Activity
Duration
Outcome
Measure
Results
Fawkner et al., 2009 Short Term Intervention; lab-based n=20 adolescent girls; Ages 14.0±0.3 yrs; Caucasian ZigZag Xer-Dance (dance mat simulation game) 30 minutes with 10 minutes at each of three difficulty levels Energy expenditure Significant (p<0.01) increases in all variables (apart from RER) between rest and each of the three levels of difficulty, and between levels 1 and 3 and 2 and 3
Tan et al., 2002 Short-Term Intervention; lab-based n=40 subjects (21 males, 19 females) Ages 17.5±0.7 years; Caucasian Dance Dance Revolution 3rd Mix Six consecutive songs (approximately 10 minutes in total) During exergaming, participants had mean values were found to be comparable to that of medium-intensity aerobic dance
Unnithan et al., 2006 Short-Term Intervention;lab-based n=10 overweight and n=12 non-overweight children and adolescents (16 boys, 6 girls); Caucasian Dance Dance Revolution 12 minutes Energy expenditure Both groups met the ACSM recommendations for moderate intensity physical activity
Sell et al., 2008 Short-Term Intervention; lab-based n=19 male college students (12 inexperienced DDR players and 7 inexperienced DDR players); Ages 21.8±3.5 years; Caucasian Dance Dance Revolution 30 minutes of continuous game play Energy expenditure Compared with inexperienced players, experienced players exhibited significantly higher total energy expenditure (p<0.05).
Stroud et al 2010 Acute Effect Study; lab-based n=19 adults Dance Dance Revolution 10 minutes each 3 different intensity levels Energy expenditure Energy expenditure during high intensity games were significantly related to aerobic fitness
Interactive cycling game
Reference Study
Design
Population Exergaming
Activity
Activity
Duration
Outcome
Measure
Results
Haddock et al., 2009 Acute effect study; lab-based n=20 overweight children (13 boys, 7 girls); Ages 7 to 14; Caucasian GameBike ergometer vs. standard bike ergometer 20 minutes each bike Energy expenditure Increase in energy expenditure was significantly higher (p<0.01) using the GameBike
Isometric resistance games
Reference Study
Design
Population Exergaming
Activity
Activity
Duration
Outcome
Measure
Results
Bonetti et al., 2009 Acute effect study; Lab-based n=30 college males Ages 18–30 years Cases=16 Controls=16; Caucasian Exerstation resistance game controller vs conventional handheld XBOX 30 minutes Heart rate, oxygen consumption, RPE, energy expenditure The experimental group exhibited significantly higher values for oxygen consumption and energy expenditure when compared to controls.
Exergaming comparisons
Reference Study
Design
Population Exergaming
Activity
Activity
Duration
Outcome
Measure
Results
Maddison et al., 2007 Acute effect study; lab-based n=21children (11 males, 10 females) Ages 12.4±1.1 years; Caucasian EyeToy’s knockout (boxing); homerun (baseball); groove (dancing upperbody); antigrav (hover-board); and PlayStation 2 Dance UK (dance mat simulation game) Participants were measured for a minimum of 5 minutes to a maximum of 8 minutes during each active videogame Energy expenditure and activity levels Energy expenditure was significantly (p<0.001) greater with the active video games when compared with resting and non-active videogame conditions.
Graf et al., 2009 Acute effect study; lab-based n=23 healthy children (14 boys, 9 girls); Ages 10 to 13 years; Caucasian Dance Dance Revolution(DDR); and Wii Sports Boxing and Bowling DDR-15 minutes at beginner level and 15 minutes at basic level; Wii Boxing and Bowling-15 minutes each Energy Expenditure All active videogames resulted in significant elevations in energy expenditure (p<0.05) and increased 2- to 3-fold above resting values
Seigel et al., 2009 Acute effect study; lab-based n=13 college students (6 male, 7 female) Ages 26.6±5.7 years; Caucasian 3-Kick, Jackie Chan Studio Fitness Power Boxing, and GameBike (Disney’s Cars Piston Cup Race) 30 minutes to perform any one of the three games (participants’ choice Energy Expenditure, heart rate; ability to meet ACSM recommendations Energy expenditure and heart rate increased significantly above baseline values (p<0.01).
Lanningham-Foster et al., 2006 Acute effect study; lab-based n=25 healthy children (12 boys, 13 girls) Ages 9.7±1.6 years; 22 Caucasian; 2 Asian; 1 African American (not of Hispanic origin) EyeToy (NickToon’s Movin); and Dance Dance Revolution 15 minutes each game Energy expenditure Significantly greater increases (p<0.00001) in energy expenditure were found for both active videogames when compared with sitting, watching television and seat-based videogaming
Bailey et al 2011 Acute effect study; lab-based n=39 boys and girls Six types of active videogames; Dance Dance Revolution, Lightspace, Nintendo Wii, CybexTrazer, Sportwall, and Xavix 15 minutes Energy expenditure All active videogames increased energy expenditure levels above rest(p=≤0.05)
Lyons et al 2011 Acute effect study n=100 young adults Shooter, Band Simulation, Dance mat controller and fitness 13 minutes each game Energy Expenditure Fitness and dance simulation games increased energy expenditure above rest by 322% and 298% respectively