Cited by 431Physical Activity and HealthEducational Games and GamificationVirtual Reality Applications and Impacts

Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games

Peng, Wei, Lin, Jih-Hsuan, Crouse, Julia·2011·Cyberpsychology Behavior and Social Networking

Abstract

This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs--types of AVG, player age, and player weight status--were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.

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Crossref · 10.1089/cyber.2010.0578

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  • Serious games designed specifically for health promotion provide additional benefits compared to purely leisure games, for example by providing health-related information.

    “Although several commercial off-the-shelf games have been effective in obtaining health benefits (Peng et al. 2011), serious games designed specifically for health promotion provide additional benefits compared to these purely leisure games, for example by providing health-related information (Kato 2010).”

    From A meta-analysis of serious digital games for healthy lifestyle promotion (2014) · cites this paper as Peng et al. 2011

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Authors
Peng, W., Lin, J.-H., & Crouse, J.
Affiliations
Michigan State University (US)
Venue
Cyberpsychology Behavior and Social Networking
Published
2011-06-13
Volume
14
Issue
11
Pages
681-688
ISSN
  • 2152-2715 (ISSN-L)
  • 2152-2723
OpenAlex
W2090152964
Cited by
431
References
40
Citations by year
2026: 17 · 2025: 25 · 2024: 28 · 2023: 30 · 2022: 31 · 2021: 24 · 2020: 25 · 2019: 28 · 2018: 32 · 2017: 28 · 2016: 37 · 2015: 44 · 2014: 45 · 2013: 24 · 2012: 13
FWCI
2.81
Type
journal article
Language
en
Open access
closed
Locations
  • Cyberpsychology Behavior and Social Networking (publishedVersion)
  • PubMed (publishedVersion)
Funders
Robert Wood Johnson Foundation
Topics
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
exergames, energy expenditure, heart rate, oxygen consumption, physical activity promotion, player age, weight status
MeSH terms
Energy Metabolism, Physical Exertion, Humans, Play and Playthings, Exercise, Video Games

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