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The health benefits of interactive video game exercise

298

Citations

22

References

2007

Year

TLDR

The study examined whether combining interactive video games with stationary cycling improves health‑related physical fitness and exercise adherence compared to stationary cycling alone. College‑aged men (n = 14) were randomized to an interactive video game plus cycling group or a cycling‑only group, each training 30 min at 60–75 % HRR three times per week for six weeks, with attendance and fitness metrics assessed pre‑ and post‑intervention. The interactive video game group showed higher attendance (78 % vs 48 %), greater VO₂ max gains (11 % vs 3 %) and larger reductions in systolic blood pressure (132→123 mmHg vs 131→128 mmHg), with attendance mediating these fitness improvements, while body composition remained unchanged.

Abstract

The purpose of this study was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on health-related physical fitness and exercise adherence in comparison with traditional aerobic training (stationary cycling alone). College-aged males were stratified (aerobic fitness and body mass) and then assigned randomly to experimental (n = 7) or control (n = 7) conditions. Program attendance, health-related physical fitness (including maximal aerobic power (VO2 max), body composition, muscular strength, muscular power, and flexibility), and resting blood pressure were measured before and after training (60%-75% heart rate reserve, 3 d/week for 30 min/d for 6 weeks). There was a significant difference in the attendance of the interactive video game and traditional training groups (78% +/- 18% vs. 48% +/- 29%, respectively). VO2 max was significantly increased after interactive video game (11% +/- 5%) but not traditional (3% +/- 6%) training. There was a significantly greater reduction in resting systolic blood pressure after interactive video game (132 +/- 6 vs. 123 +/- 6 mmHg) than traditional (131 +/- 7 vs. 128 +/- 8 mmHg) training. There were no significant changes in body composition after either training program. Attendance mediated the relationships between condition and changes in health outcomes (including VO2 max, vertical jump, and systolic blood pressure). The present investigation indicates that a training program that links interactive video games to cycle exercise results in greater improvements in health-related physical fitness than that seen after traditional cycle exercise training. It appears that greater attendance, and thus a higher volume of physical activity, is the mechanism for the differences in health-related physical fitness.

References

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