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Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games
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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“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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Swartz, M. C., Lewis, Z. H., Deer, R., Stahl, A. L., Swartz, M. D., Christopherson, U., Basen‐Engquist, K., Wells, S. J., Silva, H. C., & Lyons, E. (2022) · JMIR Cancer · doi:10.2196/36889 · Cited by 16
Metadata
- Authors
- Peng, W., Lin, J.-H., & Crouse, J.
- Affiliations
- Michigan State University (US)
- Venue
- Cyberpsychology Behavior and Social Networking
- Publisher
- SAGE Publications
- 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 › Public Health, Environmental and Occupational Health › 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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