2008
DOI: 10.1249/01.mss.0000322956.60097.f0
|View full text |Cite
|
Sign up to set email alerts
|

Energy Costs of Physically Active Video Gaming: Wii Boxing, Wii tennis, and Dance Dance Revolution

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1

Citation Types

1
2
1

Year Published

2009
2009
2017
2017

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(4 citation statements)
references
References 0 publications
1
2
1
Order By: Relevance
“…19,23 Kinect Sports Boxing generated the highest mean heart rate of 131 beats · min -1 , equivalent to 66% HRmax, and this is consistent with the range of 121 to 140 beats · min -1 reported in 5 studies 10,19,23-25 that examined physiologic responses during Wii Boxing active game play.…”
Section: % Greater During Kinect Sports Boxing Compared Withsupporting
confidence: 82%
See 2 more Smart Citations
“…19,23 Kinect Sports Boxing generated the highest mean heart rate of 131 beats · min -1 , equivalent to 66% HRmax, and this is consistent with the range of 121 to 140 beats · min -1 reported in 5 studies 10,19,23-25 that examined physiologic responses during Wii Boxing active game play.…”
Section: % Greater During Kinect Sports Boxing Compared Withsupporting
confidence: 82%
“…17,23,26 An energy expenditure of 4.4 kcal · min -1 or 5.1 kcal · kg -1 · h -1 during Kinect Sports Boxing was 263% above resting values, significantly higher than reported for Wii Boxing in earlier studies. 10,19 There have been considerable variances, in both absolute and weight-adjusted values, for the energy cost of active video game play in children, ranging from 1.6 to 6.5 kcal · min -1 and from 2.6 to 9.0 kcal · kg -1 · h -1 .…”
Section: % Greater During Kinect Sports Boxing Compared Withcontrasting
confidence: 52%
See 1 more Smart Citation
“…The child care center was located in the city and served approximately 200 infants, toddlers, and preschool children in the neighborhood. This age range of children was chosen primarily because (1) they were able to understand, perform, and enjoy the structured physical activities designed for preschool children [ 18 ]; (2) the 4–6-year frame is the critical period for children's development of movement skills and perceived competence [ 19 ]; (3) Harter posited that children aged 4 and older could make independent judgments about their competence in the physical or movement domain [ 11 ]. Therefore, 4–6-year-old children had the cognitive capacity to understand and appropriately respond to the Pictorial Scale of Perceived Competence.…”
Section: Methodsmentioning
confidence: 99%