Table 1.
Interactive aerobic fitness games | |||||
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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 |