2013
DOI: 10.1111/j.2047-6310.2013.00172.x
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The energy cost of playing active video games in children with obesity and children of a healthy weight

Abstract: Summary What is already known about this subject Active video games (AVGs) are being marketed as exercise tools. AVG play can result in light‐to‐moderate intensity physical activity. What this study adds A comparison correcting for body size between the energy expended by children with obesity and those of a healthy weight playing AVGs. An examination of several variables related to the energy cost of AVG play including steps taken and rate of perceived exertion. There may be some differences in how childre… Show more

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Cited by 37 publications
(51 citation statements)
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“…(19) Similar to the study by Smallwood, Morris, Fallows, & Buckley, in this study there was no accumulation of activity, which can be shown by the values of heart rate, since there was a passive rest lasting 5 minutes. (11) For example, boxing gave peak heart rate on familiarization in 3 minutes, as well as the three-minute familiarization dancing with abrupt elevation, with the highest peaks of HR this game.…”
Section: Discussionsupporting
confidence: 69%
“…(19) Similar to the study by Smallwood, Morris, Fallows, & Buckley, in this study there was no accumulation of activity, which can be shown by the values of heart rate, since there was a passive rest lasting 5 minutes. (11) For example, boxing gave peak heart rate on familiarization in 3 minutes, as well as the three-minute familiarization dancing with abrupt elevation, with the highest peaks of HR this game.…”
Section: Discussionsupporting
confidence: 69%
“…11 Although it has been effectively shown that AVGs increase acute energy expenditure, 12,13 some interventional studies failed to find any body weight loss in obese youth by using AVGs instead of exercise (EX) training. 14 This observation might be explained by some possible compensation in food intake and/or physical activity adjustments.…”
Section: Introductionmentioning
confidence: 99%
“…[6][7][8] Furthermore, despite high AVG sales, 9,10 it is not known how many children have access to AVGs, how often they are used, and whether the games are typically played in an active manner or not. Although AVG consoles enable players to be physically active and have the potential to result in moderate-intensity physical activity in youth and adults, 11,12 sedentary games are also available for these ''active'' consoles. When children play sedentary games on an AVG console, the activity is analogous to playing a traditional sedentary electronic videogame console.…”
Section: Introductionmentioning
confidence: 99%