Cited by 45Physical Activity and HealthCardiovascular and exercise physiologySports Performance and Training

Only lower limb controlled interactive computer gaming enables an effective increase in energy expenditure

Jordan, Mark, Donne, Bernard, Fletcher, David·2011·European Journal of Applied Physiology

Abstract

Limited research documents if new and existing interactive computer gaming "exergaming" increase energy expenditure and cardio-respiratory costs comparable to common exercise modalities. To address this, healthy male volunteers (n = 15) completed six by 12-min test elements: PlayStation2 (PS2(hand)), Nintendo Wii boxing, walk at 5.6 km h(-1), cycle at 120 W, playing an adapted lower limb controlled PS2 (PS2(limb)) and run at 9.6 km h(-1). In addition, they played PS2(limb) for 30 min and performed an incremental treadmill test to exhaustion. Data were analysed using repeated measures ANOVA with post hoc Tukey tests, P < 0.05 inferred significance. PS2(limb) increased energy expenditure (EE) and post-exercise blood lactate (BLa) significantly higher (P < 0.001) than PS2(hand), Wii gaming or walking at 5.6 km h(-1) (EE: 30.3 ± 4.9 vs. 4.7 ± 1.1, 22.0 ± 6.1 and 17.9 ± 1.9 kJ h(-1) kg(-1); BLa: 2.4 ± 1.5 vs. 1.0 ± 0.3, 1.8 ± 0.8 and 0.9 ± 0.2 mmol L(-1)), playing the PS2(limb) raised mean EE over six times greater than PS2(hand). Mean fat and carbohydrate oxidation rates during the 9- to 12-min period playing the PS2(limb) were five and ten times greater than PS2(hand) (0.25 ± 0.10 vs. 0.05 ± 0.10, 1.69 ± 0.52 vs. 0.15 ± 0.14 g min(-1), respectively). PS2(limb) met ACSM guidelines for cardiovascular fitness; however, current Wii technology failed. In conclusion, gaming interactive technology must be adapted or designed to include the lower limbs in order to provide a significant exercise stimulus.

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Crossref · 10.1007/s00421-010-1773-3

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  • The need for a new Video games Major Heading is based on significant research over the last 15 years that has evaluated a range of video games, from traditional seated handheld controller games to interactive gaming requiring upper body and lower body movement.

    “The need for this additional grouping is based on significant research over the last 15 years that has evaluated a range of video games, from traditional seated handheld controller games27 to interactive gaming requiring upper body28 and lower body movement.29”
  • Significant variation in energy expenditure is observed within a game based on the difficulty level, the player's experience, and the effort involved.

    “Additionally, significant variation in EE is observed within a game based on the difficulty level, the player's experience, and the effort involved.”

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Authors
Jordan, M., Donne, B., & Fletcher, D.
Affiliations
Trinity College Dublin (IE)
Corresponding author
Jordan, Mark
Venue
European Journal of Applied Physiology
Published
2010-12-17
Volume
111
Issue
7
Pages
1465-1472
ISSN
  • 0020-9376 (ISSN-L)
  • 1439-6319
  • 1439-6327
OpenAlex
W1967661788
Cited by
45
References
19
Citations by year
2025: 2 · 2024: 2 · 2023: 2 · 2022: 3 · 2021: 4 · 2020: 5 · 2019: 2 · 2018: 6 · 2017: 4 · 2015: 2 · 2014: 6 · 2013: 1 · 2012: 5
FWCI
1.52
Type
journal article
Language
en
Open access
closed
Locations
  • European Journal of Applied Physiology (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Health Sciences › Medicine › Complementary and alternative medicine › Cardiovascular and exercise physiology
  • Health Sciences › Medicine › Orthopedics and Sports Medicine › Sports Performance and Training
Keywords
exergames, energy expenditure, blood lactate, fat oxidation, carbohydrate oxidation, cardiorespiratory fitness, treadmill exercise
MeSH terms
Adult, Bicycling, Boxing, Efficiency, Energy Metabolism, Exercise Test, Physical Exertion, Humans, Male, User-Computer Interface, Exercise, Walking, Video Games, Lower Extremity

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