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Editor-in-Chief: Larry Birnbaum, PhD, FASEP,
EPC
An Internet Electronic Journal
Dedicated to
Exercise
Physiology as a Healthcare
Profession
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Interactive Video Games
Larry Birnbaum, PhD, FASEP, EPC
Department of Exercise Physiology
The College of St.
Scholastica
Duluth, MN 55811
Obesity is a recognized problem in the United States
and elsewhere. There is a particular
concern about the growing obesity epidemic in children. Nieman asserts that the number of overweight
youth has more than tripled over the past 3-4 decades [1]. The major problem is physical inactivity,
although a poor diet is all too often a contributing factor. Children spend too much time watching
television, playing on the computer, or playing video games. Proposed solutions have included requiring
physical education classes every school day, incorporating green space and/or
playgrounds in inner city areas, and educating children about the benefits of
exercise and risks associated with obesity.
Recently, interactive video games have been introduced that require
players to actually move somewhat rather than just sitting in front of a
screen.
People of all ages can bowl, play tennis, or box in the
comfort of their own homes with Nintendo’s Wii Sports. If they prefer to dance, a video game called
Dance Dance Revolution (DDR) is available.
More than likely, the number and types of interactive video games
available for in-home use will increase.
They seem like a good idea, but do they really improve the fitness of
participants? According to Lanningham-Foster,
Jensen, Foster, Redmond, Walker, Heinz, and Levine, energy expenditure more than doubled when subjects
walked on a treadmill while watching television or played an interactive video
game compared to just sitting while watching television or playing a
traditional video game [2]. Tan, Aziz, Chua, and Teh reported that the
exercise intensity of playing DDR was ranked at a minimum of the American College of Sports Medicine (ACSM)
recommendations for developing and maintaining
cardiovascular fitness [3]. They also
pointed out that subjects need to play for extended amounts of time to improve
or maintain their cardiorespiratory fitness or to lose weight. Similarly, Graves,
Stratton, Ridgers, and Cable concluded that playing the new active computer
games (Wii Sports games) burned significantly more energy than sedentary
computer games, but not as much energy as playing the sport itself [4]. Furthermore, the energy burned when playing
Wii Sports games was not of sufficient intensity to contribute to the
recommended daily exercise requirement for children.
If the intensity
is inadequate, why not just increase the duration of the game play? For that matter, if children played these
interactive video games 2-3 times per day, 5-6 days per week, wouldn’t that
compensate for the lower intensity level?
Not according to McArdle, Katch, and Katch [5]. Intensity is the key. As little as a one-third reduction in
exercise intensity reduces VO2max, whereas up to a two-thirds
reduction in duration or frequency does not result in a loss of aerobic
capacity. What then should exercise
physiologists recommend to parents concerned about their children’s physical
inactivity or their own? Surely, the
interactive video games are better than the sedentary ones. Ideally, playing the actual games is best. Playing sports not only provides a healthy
workout, it also provides social interaction, an important part of the
development of children that is sorely lacking in video games. Still, not all children are going to play
sports due to lack of opportunity or interest.
Adults are even less likely to do so.
For those people, the interactive video games may be a partial
substitute, but more vigorous physical activity should be included in a health
and wellness program. Finding vigorous
physical activities that children and adults enjoy is the challenge. The current interactive video games may be the
best alternative for some individuals (some activity is better than none). Perhaps future generations of the interactive
video games will require higher intensity workouts. Until then, exercise physiologists must
continue to advocate for regular exercise for all people, especially children.
References
1. Nieman, D. C. (2007). Exercise
testing and prescription: A health-related approach (6th ed.). New
York: McGraw-Hill.
2. Lanningham-Foster, L., Jensen, T., Foster,
R., Redmond, A., Walker, B., Heinz, D., & Levine, J. (2006). Energy expenditure of sedentary screen time
compared with active screen time for children.
Pediatrics, 118, e1831-e1835.
3. Tan, B., Aziz, A., Chua, K., & Teh, K. (2002). Aerobic
demands of the dance simulation game. Sports Medicine, 23, 120-129.
4. Graves, L.,
Stratton, G., Ridgers, N.D., & Cable N.T.
(2007). Comparison of energy
expenditure in adolescents when playing new generation and sedentary computer
games: cross sectional study. BMJ,
335:1282-1284.
5. McArdle W.D., Katch, F.I., Katch, V.L. (2007).
Exercise Physiology: Energy, Nutrition, and Human Performance
(6th ed.) Philadelphia:
Lippincott Williams & Wilkins.
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