The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Playing Active Video Games Increases Energy Expenditure in Children
Open accessAbstract
OBJECTIVE: To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. METHODS: Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10–13 years; BMI at 3–98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. RESULTS: Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. CONCLUSIONS: Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.
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Cites
Obesity and the Environment: Where Do We Go from Here?
Hill, J. O., Wyatt, H. R., Reed, G. W., & Peters, J. C. (2003) · Science · doi:10.1126/science.1079857 · Cited by 2,180
Cited by
Best, J. R. (2010) · Developmental Review · doi:10.1016/j.dr.2010.08.001 · Cited by 1,078
Active Video Games to Promote Physical Activity in Children and Youth: A Systematic Review
Biddiss, E., & Irwin, J. (2010) · Archives of Pediatrics & Adolescent Medicine · doi:10.1001/archpediatrics.2010.104 · Cited by 562
Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games
Peng, W., Lin, J.-H., & Crouse, J. (2011) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2010.0578 · Cited by 431
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
Active Video Games and Health Indicators in Children and Youth: A Systematic Review
LeBlanc, A. G., Chaput, J.-P., McFarlane, A., Colley, R. C., Thivel, D., Biddle, S. J. H., Maddison, R., Leatherdale, S. T., & Tremblay, M. S. (2013) · PLoS ONE · doi:10.1371/journal.pone.0065351 · Cited by 342
Metadata
- Authors
- Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R.
- Venue
- Pediatrics
- Publisher
- American Academy of Pediatrics (AAP)
- Published
- 2009-08-01
- Volume
- 124
- Issue
- 2
- Pages
- 534-540
- ISSN
- 0031-4005 (ISSN-L)
- 1098-4275
- OpenAlex
- W2172285802
- Cited by
- 387
- References
- 1
- FWCI
- 22.24
- Type
- journal article
- Language
- en
- Open access
- green
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- Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing Active Video Games Increases Energy Expenditure in Children. Pediatrics. https://doi.org/10.1542/peds.2008-2851
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