Friday, May 17, 2013

From UNC-Charlotte: Cardiovascular and Affective Outcomes of Active Gaming: Using the Wii as a Cardiovascular Training Tool

http://www.ncbi.nlm.nih.gov/pubmed/23660574


 2013 May 8. [Epub ahead of print]

Cardiovascular and Affective Outcomes of Active Gaming: Using the Wii as a Cardiovascular Training Tool.

Source

*University of Florida, Gainesville FL, †University of North Carolina Charlotte.

Abstract

Active-video gaming is purported to produce similar cardiovascular responses as aerobic fitness activities. This study compared the emotional and cardiovascular effects of Wii games to traditional exercise in college-aged adults with different exercise backgrounds. Specifically, percent of heart rate reserve (%HRR), rating of perceived exertion (RPE), level of enjoyment, and Positive Affect Negative Affect Schedule (PANAS) scores were compared between subjects who reported exercising frequently at high intensities [HIE group: age=20.18years (0.87); Height=165.23cm (9.97); Mass=62.37kg (11.61)], N=11 and those who exercise more often at lower intensities [LIE group: age=20.72years (1.19); Height=164.39cm (8.05); Mass=68.04kg (10.71)], N=11. Subjects completed six 20-minute exercises sessions: treadmill walking, stationary cycling, and Wii's Tennis, Boxing, Cycling, and Step. The LIE group achieved greater % HRR 1) during traditional exercise compared to Wii boxing, 2) playing Wii boxing compared to Wii tennis and 3) playing Wii boxing compared to when the HIE group played any Wii games (p's < .05). RPE was greater for boxing and cycling compared to tennis and step (p's < .05). Ratings of enjoyment and the increase in positive emotion were greater for boxing and tennis compared to traditional exercises (p's < .05). Results suggest that Wii boxing shows the greatest potential as a cardiovascular fitness tool among the Wii games, particularly for individuals who typically exercise at lower intensities.

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