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The Physiological Cost and Enjoyment of Wii Fit in Adolescents, Young Adults, and Older Adults

427

Citations

23

References

2010

Year

TLDR

Exergames raise energy expenditure and physical activity compared to sedentary gaming, yet their physiological cost and enjoyment in adolescents, young adults, and older adults have not been documented or compared with aerobic exercise. The study aimed to compare the physiological cost and enjoyment of Wii Fit exergaming with treadmill aerobic exercise across adolescents, young adults, and older adults. Cardiorespiratory and enjoyment metrics were measured in 14 adolescents, 15 young adults, and 13 older adults during handheld gaming, various Wii Fit activities (yoga, muscle conditioning, balance, aerobics), and brisk treadmill walking/jogging. Wii Fit activities produced higher energy expenditure and heart rate than handheld gaming but lower than treadmill exercise, elicited moderate intensity activity (METs 3.2–3.6), yet heart rates fell below recommended fitness levels; enjoyment was higher for Wii balance and aerobics than treadmill, indicating Wii Fit is an enjoyable exergame that promotes light‑to‑moderate activity.

Abstract

Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming. The physiological cost and enjoyment of exergaming in adolescents, and young and older adults has not been documented, nor compared with aerobic exercise. This study compared the physiological cost and enjoyment of exergaming on Wii Fit with aerobic exercise in 3 populations.Cardiorespiratory and enjoyment measurements were compared in 14 adolescents, 15 young adults, and 13 older adults during handheld inactive video gaming, Wii Fit activities (yoga, muscle conditioning, balance, aerobics), and brisk treadmill walking and jogging.For all groups EE and heart rate (HR) of Wii Fit activities were greater than handheld gaming (P < .001) but lower than treadmill exercise (P <or= .001). Wii aerobics elicited moderate intensity activity in adolescents, young adults, and older adults with respective mean (SD) metabolic equivalents of 3.2 (0.7), 3.6 (0.8), and 3.2 (0.8). HR during Wii aerobics fell below the recommended intensity for maintaining cardiorespiratory fitness. Group enjoyment rating was greater for Wii balance and aerobics compared with treadmill walking and jogging (P <or= .05).Wii Fit appears an enjoyable exergame for adolescents and adults, stimulating light-to-moderate intensity activity through the modification of typically sedentary leisure behavior.

References

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