Active video games and physical activity recommendations : a comparison of the Gamercize Stepper, XBOX Kinect and XaviX J-Mat

Gespeichert in:
Bibliographische Detailangaben
Deutscher übersetzter Titel:Aktive Videospiele und Empfehlungen für körperliche Aktivität : ein Vergleich zwischen "Gamercize-Stepper", "XBOX Kinect" und "XaviX J-Mat"
Autor:Mellecker, R.R.; McManus, A.M.
Erschienen in:Journal of science and medicine in sport
Veröffentlicht:17 (2014), 3, S. 288-292, Lit.
Format: Literatur (SPOLIT)
Publikationstyp: Zeitschriftenartikel
Medienart: Gedruckte Ressource
Sprache:Englisch
ISSN:1440-2440, 1878-1861
DOI:10.1016/j.jsams.2013.05.008
Schlagworte:
Online Zugang:
Erfassungsnummer:PU201407007157
Quelle:BISp

Abstract

Objectives: The current study was designed to evaluate the intensity levels of three exergames and determine the association with physical activity recommendations that correspond to specific outcomes. The variation in cardiovascular responses between the three exergames was also examined. Design: We employed a cross-sectional laboratory design. Methods: We recruited 18 girls to participate in a peak VO2 test and to play Gamercize, Kinect River Rush, XaviX J-Mat at three separate exergaming sessions. Linear regression equations of heart rate and percentage of peak VO2 were calculated for each participant to determine the intensity of exergame play. Differences in intensity between the three exergames and time spent in the recommended moderate (heart rate at ≥55% peak VO2) and vigorous (heart rate at ≥75% peak VO2) intensity levels were analyzed. We calculated the coefficient of variation for the mean heart rate to determine the difference in variance in heart rate values for the three exergames. Results: When playing Gamercize and Kinect the girls did not play at recommended moderate or vigorous levels. Although the girls did not play at vigorous levels when playing XaviX J-Mat, our results showed that when playing XaviX J-Mat they did play at moderate intensity levels. No significant differences in the coefficient of variation between the three exergames were apparent. Conclusions: If active gaming is to be used to increase physical activity levels then individual differences in levels of exertion and specific activity recommendations need to be taken into consideration. Verf.-Referat