Kids’ Energy Expenditure High in Active Video Games

Posted on May 29, 2008 
Filed Under Gaming, News

INDIANAPOLIS, May 29 /PRNewswire-USNewswire/ — Active video games,
such as the Nintendo Wii, are quickly becoming the most coveted gaming
systems on the market. Beyond entertainment value, these systems appear to
be helpful in encouraging youth to exercise, as profiled in three studies
presented today at the 55th Annual Meeting of the American College of
Sports Medicine (ACSM).

One of the studies presented today examined energy expenditure for
active video games compared to sedentary games to see just how much more
exercise kids get when playing systems like the Wii. Gregory Brown, Ph.D.,
FACSM and his study team found that Wii Boxing, Wii Tennis, and Dance Dance
Revolution (a popular arcade and now at-home dancing game) burned two to
three times as many calories as traditional hand-held games. Brown’s study
participants included 17 children around 11 years old.

“I would still recommend that kids get outdoors and play sports or
dance with friends in the real world as opposed to a virtual one,” Brown
said. “But if you’re going to play video games, you might as well play ones
that get you active and moving.”

Researcher Viki Penpraze conducted a similar study, comparing two
active games to a hand-held game and simply watching a DVD. Participants
included 13 children, all around the age of 10.

During Dance Mat Mania and Eye-Toy Boxing, where players simulate
actual boxers, children’s accelerometer counts of total movements per
minutes were more than four times the DVD and hand-held game activities. In
addition, Penpraze observed a higher level of enjoyment in active gaming.

“Although enjoyment wasn’t officially part of the study, anecdotally I
can say that enjoyment appeared to be much higher in the active games,”
Penpraze said. “These active games are more social in nature than watching
a DVD or traditional hand-held games. While one player was competing, his
or her partner would be cheering for them, which actually might have led to
even more energy expenditure.”

However, a third study from The Netherlands found that perhaps not all
active games meet recommended oxygen consumption - and energy expenditure -
for children. The research team studied six gaming systems: Dance Dance
Revolution, Wii Tennis, Eye-Toy Beach Volleyball, Xerbike, Lasersquash and
Apartgame. Results showed that Wii tennis and Eye-Toy Beach Volleyball did
not achieve the level of energy output recommended for children by health
and fitness experts in The Netherlands, but the researchers are in
consensus that some activity is better than no activity at all. They say
future studies on active games should focus on long-term use, effects on
weight control, and risks.

“Parents should search for the most active games possible for their
kids, in order to get children in the habit of exercise,” said Sanne de
Vries, M.S., lead author on the study. “But any active game is going to be
better for your child physically than a hand-held one.”

The American College of Sports Medicine (http://www.acsm.org) is the
largest sports medicine and exercise science organization in the world.
More than 20,000 international, national, and regional members are
dedicated to advancing and integrating scientific research to provide
educational and practical applications of exercise science and sports
medicine.

The conclusions outlined in this news release are those of the
researchers only, and should not be construed as an official statement of
the American College of Sports Medicine.

SOURCE American College of Sports Medicine

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