Activity-promoting video games and increased energy expenditure

J Pediatr. 2009 Jun;154(6):819-23. doi: 10.1016/j.jpeds.2009.01.009. Epub 2009 Mar 25.

Abstract

Objectives: To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games.

Study design: In this single-group study, 22 healthy children (12 +/- 2 years; 11 male, 11 female) and 20 adults (34 +/- 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter.

Results: Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 +/- 63 kcal/hr, P < .001, and 148 +/- 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 +/- 5 arbitrary acceleration units and 23 +/- 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii.

Conclusion: Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.

Publication types

  • Research Support, N.I.H., Extramural
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Adult
  • Body Mass Index
  • Child
  • Energy Metabolism*
  • Exercise*
  • Female
  • Humans
  • Male
  • Motor Activity
  • Television
  • Video Games*