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Article: Energy expenditure and cardiovascular responses to seated and active gaming in children

TitleEnergy expenditure and cardiovascular responses to seated and active gaming in children
Authors
Issue Date2008
PublisherAmerican Medical Association. The Journal's web site is located at http://www.archpediatrics.com
Citation
Archives Of Pediatrics And Adolescent Medicine, 2008, v. 162 n. 9, p. 886-891 How to Cite?
AbstractObjective: To examine energy expenditure and cardiovascular responses in children during seated and active gaming. Design: Comparison study. Setting: Children's Exercise Laboratory, University of Hong Kong. Participants: Eighteen children (aged 6-12 years) recruited from local primary schools. Main Exposure: Active and seated computer games played by all participants. Main Outcome Measures: Resting energy expenditure and heart rate measured before gaming, during seated gaming, and during use of 2 active gaming formats (XaviX bowling and XaviX J-Mat; SSD Company Ltd, Shiga, Japan). We used repeated-measures analyses of variance to compare the outcome measures. Results: The energy expenditure was significantly higher during seated gaming (mean [SD], 1.31 [0.19] kcal/ min-1; P<.001), XaviX bowling (1.89 [0.45] kcal/min-1; P<.001), and XaviX J-Mat gaming (5.23 [1.63] kcal/ min-1; P<.001) compared with rest. The energy expended above rest was significantly higher for the 2 active gaming formats (P<.001 for both) compared with seated gaming. The heart rate was significantly higher during XaviX bowling (mean [SD, ]102 [20] beats/min-1; P<.001) and XaviX J-Mat gaming (160 [20] beats/ min-1; P<.001) compared with rest. Heart rate during the XaviX J-Mat gaming was significantly higher than during seated gaming (P<.001). Conclusions: This study has shown that using active gaming media results in meaningful increases in energy expenditure and heart rate compared with the seated screen environment. Manipulating the gaming environment can provide children with appealing activity alternatives, and further development of "exertainment" interventions is warranted, in particular determination of sustainability. ©2008 American Medical Association. All rights reserved.
Persistent Identifierhttp://hdl.handle.net/10722/60490
ISSN
2014 Impact Factor: 5.731
ISI Accession Number ID
Funding AgencyGrant Number
University of Hong Kong Research Council Strategic Research Theme Public Health
Funding Information:

Funding/Support: This study was funded by the University of Hong Kong Research Council Strategic Research Theme Public Health.

References

 

DC FieldValueLanguage
dc.contributor.authorMellecker, RRen_HK
dc.contributor.authorMcManus, AMen_HK
dc.date.accessioned2010-05-31T04:11:58Z-
dc.date.available2010-05-31T04:11:58Z-
dc.date.issued2008en_HK
dc.identifier.citationArchives Of Pediatrics And Adolescent Medicine, 2008, v. 162 n. 9, p. 886-891en_HK
dc.identifier.issn1072-4710en_HK
dc.identifier.urihttp://hdl.handle.net/10722/60490-
dc.description.abstractObjective: To examine energy expenditure and cardiovascular responses in children during seated and active gaming. Design: Comparison study. Setting: Children's Exercise Laboratory, University of Hong Kong. Participants: Eighteen children (aged 6-12 years) recruited from local primary schools. Main Exposure: Active and seated computer games played by all participants. Main Outcome Measures: Resting energy expenditure and heart rate measured before gaming, during seated gaming, and during use of 2 active gaming formats (XaviX bowling and XaviX J-Mat; SSD Company Ltd, Shiga, Japan). We used repeated-measures analyses of variance to compare the outcome measures. Results: The energy expenditure was significantly higher during seated gaming (mean [SD], 1.31 [0.19] kcal/ min-1; P<.001), XaviX bowling (1.89 [0.45] kcal/min-1; P<.001), and XaviX J-Mat gaming (5.23 [1.63] kcal/ min-1; P<.001) compared with rest. The energy expended above rest was significantly higher for the 2 active gaming formats (P<.001 for both) compared with seated gaming. The heart rate was significantly higher during XaviX bowling (mean [SD, ]102 [20] beats/min-1; P<.001) and XaviX J-Mat gaming (160 [20] beats/ min-1; P<.001) compared with rest. Heart rate during the XaviX J-Mat gaming was significantly higher than during seated gaming (P<.001). Conclusions: This study has shown that using active gaming media results in meaningful increases in energy expenditure and heart rate compared with the seated screen environment. Manipulating the gaming environment can provide children with appealing activity alternatives, and further development of "exertainment" interventions is warranted, in particular determination of sustainability. ©2008 American Medical Association. All rights reserved.en_HK
dc.languageengen_HK
dc.publisherAmerican Medical Association. The Journal's web site is located at http://www.archpediatrics.comen_HK
dc.relation.ispartofArchives of Pediatrics and Adolescent Medicineen_HK
dc.titleEnergy expenditure and cardiovascular responses to seated and active gaming in childrenen_HK
dc.typeArticleen_HK
dc.identifier.emailMcManus, AM: alimac@hku.hken_HK
dc.identifier.authorityMcManus, AM=rp00936en_HK
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1001/archpedi.162.9.886en_HK
dc.identifier.pmid18762609-
dc.identifier.scopuseid_2-s2.0-50949114546en_HK
dc.identifier.hkuros153066en_HK
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-50949114546&selection=ref&src=s&origin=recordpageen_HK
dc.identifier.volume162en_HK
dc.identifier.issue9en_HK
dc.identifier.spage886en_HK
dc.identifier.epage891en_HK
dc.identifier.eissn2168-6211-
dc.identifier.isiWOS:000259089400015-
dc.publisher.placeUnited Statesen_HK
dc.identifier.scopusauthoridMellecker, RR=24765353100en_HK
dc.identifier.scopusauthoridMcManus, AM=7004635919en_HK

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