Energy expenditure and intensity in healthy young adults during Exergaming
Abstract
OBJECTIVES: To examine and compare the energy expenditure (EE) and intensity of Xbox 360 Kinect exergames in healthy young adults. METHODS: Seventeen young adults (22.0 ± 2.9 years; 7 men) were enrolled and asked to complete 6 exergames using Xbox 360 Kinect. Oxygen consumption (VO2) and heart rate (HR) were measured throughout each exergame, and metabolic equivalents (METs) and EE were calculated from VO2. RESULTS: Boxing (6.8 ± 1.9 METs) and soccer (6.2 ± 1.7 METs) provided vigorous intensity of physical activity, which was significantly greater than track and field, ping-pong, and bowling (5.0 ± 1.5, 4.0 ± 1.6, and 2.6 ± 0.8 METs, respectively; all p < .01). Beach volleyball (5.7 ± 1.8 METs) was greater than ping-pong and bowling (both p < .01). EE exhibited a similar pattern. These results remained after adjusting for participants' previous exergaming experience and resting HR. CONCLUSIONS: Kinect Sports from Xbox 360 Kinect is capable of providing a moderate-to-vigorous level of physical activity in young healthy adults. These exergames may be used as an alternative mode of exercise to promote physical activity participation in this population. Future research that evaluates the feasibility of using exergames as an alternative mode of exercise in other populations is warranted.
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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”
From 2024 Adult Compendium of Physical Activities: A third update of the energy costs of human activities (2024) · cites this paper as [28]
Nintendo Wii boxing ranges from 2.5 METs during free play to over 8.0 METs for vigorous play using an Xbox 360.
“For example, Nintendo Wii boxing ranges from 2.5 METs during free play30 to over 8.0 METs for vigorous play using an Xbox 360.28”
From 2024 Adult Compendium of Physical Activities: A third update of the energy costs of human activities (2024) · cites this paper as [28]
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.”
From 2024 Adult Compendium of Physical Activities: A third update of the energy costs of human activities (2024) · cites this paper as [28]
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2024 Adult Compendium of Physical Activities: A third update of the energy costs of human activities
Herrmann, S. D., Willis, E. A., Ainsworth, B. E., Barreira, T. V., Hastert, M., Kracht, C. L., Schuna, J. M., Cai, Z., Quan, M., Tudor-Locke, C., et al. (2024) · Journal of Sport and Health Science · doi:10.1016/j.jshs.2023.10.010 · Cited by 474 · see citing works
“28 For these reasons, we grouped video game data into Specific Activity codes based on intensity and type of gameplay in the new Major Heading, which differs from primarily alphabetizing Specific Activity codes in other Major Headings.”
BackgroundMethod
- Authors
- Wu, P.-T., Wu, W.-L., & Chu, I.-H.
- Affiliations
- University of California, Los Angeles (US)
- Kaohsiung Medical University (TW)
- Venue
- American Journal of Health Behavior
- Publisher
- JCFCorp SG PTE LTD
- Published
- 2015-07-01
- Volume
- 39
- Issue
- 4
- Pages
- 556-561
- ISSN
- 1087-3244 (ISSN-L)
- 1945-7359
- OpenAlex
- W402428224
- Cited by
- 50
- References
- 0
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 7 · 2023: 2 · 2022: 6 · 2021: 8 · 2020: 10 · 2019: 4 · 2018: 5 · 2017: 5 · 2016: 1
- FWCI
- 2.70
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- American Journal of Health Behavior (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Kaohsiung Medical University
- Topics
- Health Sciences › Medicine › Physiology › Physical Activity and Health
- Health Sciences › Health Professions › Physical Therapy, Sports Therapy and Rehabilitation › Physical Education and Training Studies
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- exergames, energy expenditure, exercise intensity, oxygen consumption, heart rate, metabolic equivalents, young adults, physical activity, video game exercise
- MeSH terms
- Energy Metabolism, Female, Heart Rate, Humans, Male, Oxygen Consumption, Exercise, Video Games, Young Adult
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