Abstract
Active video games or “exergames” (EG) may provide an effective method by which
to increase physical activity (PA) levels of sedentary individuals although the energy
cost is less than the real version of the sport or activities. However, if already active
individuals increased their usage of EG, a resultant displacement of time spent engaged in real PA may reduce total PA derived energy expenditure. Of additional concern is the reported increase in energy intake (EI) associated with more frequent use of video games (Chaput et al., 2011. Am J Clin Nutr 93: 1196–1203). To date, no study has examined the impact of an EG intervention in already active young adults.
To determine the effects of a short-term EG intervention on habitual PA
and EI in active young adults.
Twenty active young adults (10 males; age 21 ± 4 yrs; body mass 65.2
± 5.9 kg) who did not regularly use EG each underwent two 5 day monitoring periods
conducted in a randomised cross-over design. In one period each participant was
required to complete 60 min∙day-1 of structured EG activity using a Microsoft X-box
360 Kinect and in the other they were instructed to maintain their normal PA level and
diet (control). EI and PA were assessed daily during both monitoring periods using a
food diary and an Actigraph GT3X+ accelerometer respectively. Time spent in each PA
intensity classification was established using device software and habitual PA during
the EG period was calculated by removing time spent in the EG session from the data
set. Mean daily EI, PA, and habitual PA were compared between conditions using a
paired t-test.
EI was not different between control and EG conditions (2234 ± 278
kcal∙day-1 vs. 2193 ± 323 kcal∙day-1 respectively; P=0.22). Less time was spent
engaged in sedentary behaviour during the EG period compared to the control period
(391 ± 126 min∙day-1 vs. 463 ± 125 min∙day-1 respectively; P<0.001) and more
time was spent engaged in moderate-vigorous PA (132 ± 36 min∙day-1 vs. 92 ± 30
min∙day-1 respectively; P<0.001). Habitual moderate-vigorous PA during the EG
period (100 ± 34 min∙day-1) was not different to the control period (P=0.26).
Daily use of EG augmented moderate-vigorous PA and reduced
sedentary behaviour with no impact on EI in active young adults. EG therefore remains
a viable option to increase PA in this population.
to increase physical activity (PA) levels of sedentary individuals although the energy
cost is less than the real version of the sport or activities. However, if already active
individuals increased their usage of EG, a resultant displacement of time spent engaged in real PA may reduce total PA derived energy expenditure. Of additional concern is the reported increase in energy intake (EI) associated with more frequent use of video games (Chaput et al., 2011. Am J Clin Nutr 93: 1196–1203). To date, no study has examined the impact of an EG intervention in already active young adults.
To determine the effects of a short-term EG intervention on habitual PA
and EI in active young adults.
Twenty active young adults (10 males; age 21 ± 4 yrs; body mass 65.2
± 5.9 kg) who did not regularly use EG each underwent two 5 day monitoring periods
conducted in a randomised cross-over design. In one period each participant was
required to complete 60 min∙day-1 of structured EG activity using a Microsoft X-box
360 Kinect and in the other they were instructed to maintain their normal PA level and
diet (control). EI and PA were assessed daily during both monitoring periods using a
food diary and an Actigraph GT3X+ accelerometer respectively. Time spent in each PA
intensity classification was established using device software and habitual PA during
the EG period was calculated by removing time spent in the EG session from the data
set. Mean daily EI, PA, and habitual PA were compared between conditions using a
paired t-test.
EI was not different between control and EG conditions (2234 ± 278
kcal∙day-1 vs. 2193 ± 323 kcal∙day-1 respectively; P=0.22). Less time was spent
engaged in sedentary behaviour during the EG period compared to the control period
(391 ± 126 min∙day-1 vs. 463 ± 125 min∙day-1 respectively; P<0.001) and more
time was spent engaged in moderate-vigorous PA (132 ± 36 min∙day-1 vs. 92 ± 30
min∙day-1 respectively; P<0.001). Habitual moderate-vigorous PA during the EG
period (100 ± 34 min∙day-1) was not different to the control period (P=0.26).
Daily use of EG augmented moderate-vigorous PA and reduced
sedentary behaviour with no impact on EI in active young adults. EG therefore remains
a viable option to increase PA in this population.
Original language | English |
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Publication status | Published - 31 May 2013 |
Event | American College of Sports Medicine Annual Meeting - San Francisco, United States Duration: 29 May 2012 → 2 Jun 2012 |
Conference
Conference | American College of Sports Medicine Annual Meeting |
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Abbreviated title | ACSM 2014 |
Country/Territory | United States |
City | San Francisco |
Period | 29/05/12 → 2/06/12 |
Keywords
- exergame
- physical activity
- diet
- habitual
- active
- young adults
- EG
- PA
- sedentary individuals