Introduction:The prevalence of obesity in children has reached epidemic proportions with over 37% of children aged 6-11 years in the U.S. being classified as "at risk for overweight" or "overweight." Utilization of active video games has been proposed as one possible mechanism to help shift the tide of the obesity epidemic.Purpose: The purpose of this study was to determine if riding a stationary bike that controlled a video game would lead to significantly greater energy expenditure than riding the same bike without the video game connected.Methods: Twenty children, 7-14 years old, with a BMI classification of "at risk for overweight" or "overweight" participated in this study. Following familiarization, energy expenditure was evaluated while riding a stationary bike for 20 minutes. One test was performed without the addition of a video game and one test with the bike controlling the speed of a car on the video game.Results: Oxygen consumption and energy expenditure were significantly elevated above baseline in both conditions. Energy expenditure was significantly higher while riding the bike as it controlled the video game (4.4 ± 1.2 Kcal·min -1 ) than when riding the bike by itself (3.7 ± 1.1 Kcal·min -1 ) (p<0.05). Perceived exertion was not significantly different between the two sessions (p>0.05). Conclusion:Using a stationary bike to control a video game led to greater energy expenditure than riding a stationary bike without the video game and without a related increase in perceived exertion.
Prevalence of overweight and obesity in youth has steadily increased over the last decade, although it appears to have currently stabilized. Physical inactivity is a major contributor to this obesity epidemic, and more than half of American youth do not meet physical activity recommendations. Rock climbing and bouldering require both aerobic and anaerobic fitness, with the metabolic cost comparable to moderate to vigorous physical activity in adults. Minimal data on youth climbers exist, yet climbing is extremely popular with youth, and thus the sport may be a viable option for decreasing the prevalence of obesity. Available data show that rock climbing can provide youth with muscular strength and endurance building exercise, and possibly improve flexibility. In addition, rock climbing has the potential to provide youth with moderate levels of physical activity according to recommended guidelines. Nine peer reviewed articles are included in this review, as these are the articles specifically associated with youth climbing and health-related fitness. Due to limited research in this area, no articles were excluded if they were related to health-related fitness and youth and rock climbing/bouldering. This review aims to systematically address the impact of rock climbing and bouldering on health-related fitness in youth.
We estimated age at menarche in a cross-sectional sample of 159 competitive figure skaters aged 11-22 years. The sample represented three standards (test stream, pre-elite, elite) and three disciplines (free skaters, pair skaters, dancers). The status quo (yes/no) and retrospective methods were used. Estimated age at menarche based on probit analysis of the status quo data was 14.2 +/- 0.5 years, with 95% confidence intervals of 13.2 to 15.2 years. Mean recalled age at menarche for 67 skaters aged 16 years or over was 13.6 +/- 1.2 years. Comparisons of skaters by standard and discipline were limited to skaters > or = 16 years. Menarche was, on average, significantly later (P < 0.01) in elite (n = 36; 14.0 +/- 1.4 years) than in test stream (n = 15; 12.9 +/- 0.8 years) skaters. Age at menarche in pre-elite skaters (n = 16; 13.5 +/- 0.9 years) did not differ significantly from the other two groups. By discipline, menarche was, on average, significantly later (P < 0.01) in pair skaters (n = 12; 14.5 +/- 1.3 years) than in both free skaters (n = 38; 13.4 +/- 1.0 years) and dancers (n = 17; 13.4 +/- 1.4 years). Early maturing girls (menarche < 12.0 years; n = 2) were not represented in this sample of competitive figure skaters. Mean recalled age at menarche of mothers of skaters (n = 84) was 13.7 +/- 1.3 years and the mother-daughter correlation (n = 56 pairs) was 0.45 (P < 0.01). Later maturation was thus characteristic of competitive figure skaters, particularly in elite and more specialized pair skaters, and there was a significant familial resemblance.
Exergames have been suggested as a possible alternative to traditional exercise in the general population. The purpose of this study was to examine the heart rate (HR) and energy expenditure (EE) of young adults playing several different exergames, while self-selecting the component of the game to play and the intensity. A total of 117 participants, 18–35 years of age, were evaluated on one of four active video games. Participants were free to choose any component of the given game to play and they played at a self-selected intensity. The average HR and EE during the individual games were compared to resting conditions and to the American College of Sports Medicine (ACSM) guidelines. The HR and EE increased above resting conditions during each game (p<0.05). When the results of all games were combined, the HR was 125.4 ± 20.0 bpm and the average EE was 6.7 ± 2.1 kcal/min. This HR represents an average percent of heart rate reserve of 44.6 ± 14.1, high enough to be considered moderate intensity exercise. If performed for 30 minutes a day, five days per week, the average EE would be 1,005 kcals, enough to meet the ACSM recommendations for weekly EE. Therefore, at least some exergames could be a component of an exercise program.
Objective: The purpose of this study was to examine whether a correlation existed among the scores of the ''Jackie Chan Studio Fitness Ô Action Run'' active videogame (XaviX Ò , SSD Company, Ltd., Kusatsu, Japan), the 1-mile run/walk, and Progressive Aerobic Cardiovascular Endurance Run (PACER) aerobic fitness tests of the FITNESSGRAM Ò (The Cooper Institute, Dallas, TX) in order to provide a potential alternative testing method for days that are not environmentally desirable for outdoor testing. Subjects and Methods: Participants were a convenience sample from physical education classes of students between the ages of 10 and 15 years. Participants (n = 108) were randomly assigned to one of three groups with the only difference being the order of testing. The tests included the ''Jackie Chan Action Run'' active videogame, the 1-mile run/walk, and the PACER. Testing occurred on three different days during the physical education class. Rating of perceived exertion (RPE) was reported. Results: Significant correlations (r = -0.598 to 0.312) were found among the three aerobic fitness tests administered (P < 0.05). The RPE for the ''Jackie Chan Action Run'' was lower than the RPE for the 1-mile run/walk and the PACER (3.81 -1.89, 5.93 -1.77, and 5.71 -2.14, respectively). Conclusions:The results suggest that the ''Jackie Chan Action Run'' test could be an alternative to the 1-mile run/walk and PACER, allowing physical education teachers to perform aerobic fitness testing in an indoor setting that requires less space. Also, children may be more willing to participate in the ''Jackie Chan Action Run'' based on the lower RPE.
Potential correlates of physical activity and inactivity considered in this analysis were limited and accounted for relatively little of the variance in physical activity. The role of perceived sport/activity of the parents, especially among younger boys and girls, is particularly of interest and merits more detailed study. Nevertheless, many other variables also need to be considered.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.