2009
DOI: 10.2174/1875399x00902010042
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The Addition of a Video Game to Stationary Cycling: The Impact on Energy Expenditure in Overweight Children

Abstract: 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 … Show more

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Cited by 46 publications
(37 citation statements)
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“…Players control their speed of the videogame by pedaling and if the player stops, the game pauses or stops completely. In a study by Haddock et al, 30 the effect of the Cateye GameBike was compared to a traditional stationary bike in overweight children. All participants exercised for one 20-minute session.…”
Section: Resultsmentioning
confidence: 99%
“…Players control their speed of the videogame by pedaling and if the player stops, the game pauses or stops completely. In a study by Haddock et al, 30 the effect of the Cateye GameBike was compared to a traditional stationary bike in overweight children. All participants exercised for one 20-minute session.…”
Section: Resultsmentioning
confidence: 99%
“…The peak V˙O2 was 21.9 ± 6.2 mL·kg −1 ·min −1 with the game added and 19.3 ± 5.7 mL·kg −1 ·min −1 without the game, indicating a significant ( P < 0.05) difference. However, no statistically significant difference was observed in heart rate (bicycle + game: 146.0 ± 21.4 bpm, equivalent to 70% of age-predicted maximum HR, versus bicycle alone: 142.4 ± 18.8 bpm, equivalent to 68% of age-predicted maximum HR) nor in the rating of perceived exertion (bicycle + game: 3.2 ± 2.8; bicycle alone: 3.6 ± 2.3, Omni scale) [19]. …”
Section: Resultsmentioning
confidence: 99%
“…Thus the GameCycle appears to have the potential to increase exercise intensity. Exercise video gaming has been used successfully to motivate individuals with and without disabilities in prior studies (Haddock, Siegel, & Wikin, 2009; Rhodes et al, 2009; Warburton et al, 2007; Widman et al, 2006). The video component of the GameCycle introduces competition through races against other vehicles where faster arm cranking is needed to increase speed of the vehicle to win the race.…”
Section: Discussionmentioning
confidence: 99%