A standardized protocol using metabolic chambers (i.e., similar to that used for testing the activities in the previous Wii Fit series The present study was performed to investigate the intensity of each new Wii Fit U activity in adults.
#Wii dance workout video portable#
While the second generation of home AVG consoles is now emerging, the new Wii U system includes an independent portable monitor allowing a 360° motion game modality that may increase player movement, upper limb activation, and subsequent energy expenditure (EE). The popular Wii Fit series (Nintendo Inc., Japan) provides AVGs designed to help adults to maintain a sufficient level of daily PA.
As there is no consensus regarding the use of AVGs as a means to increase daily PA, and because the video game industry is still developing rapidly, data on AVG intensity and enjoyment must be frequently updated to help health and fitness professionals to include AVGs in exercise rehabilitation programs. Although intervention studies have failed to increase the total amounts of PA in children and adolescents, there have been reports of beneficial effects of AVGs with regard to body composition outcomes, especially in the adult population.
Several single-session studies classified AVGs as light-to-moderate PA, which may not be sufficient to reach current recommendations for daily moderate-to-vigorous physical activity (MVPA). Pass it on: Interactive video games can be a vigorous and enjoyable form of exercise for kids.Home-based active video games (AVGs) have been presented in recent years as a potential leisure physical activity (PA). you can use this as a means of helping them be more physically active," Bailey said. This is hopeful because "if you have somebody who doesn't enjoy running or doesn't enjoy basketball. Children with higher BMIs might have enjoyed certain aspects of the game, such as the fact that it was played in teams and required intermittent, rather than continuous, activity. Upon closer examination, the researchers found this result was mostly due to high enjoyment ratings for the game Sportwall. Sallis, of San Diego State University, wrote in an editorial accompanying the study.Ĭhildren at risk for becoming overweight or obese (as indicated by their body mass indices (BMIs)) enjoyed the games the most. They also can't say whether kids would burn as many calories playing these games in the real world as they did under the conditions of this study.Īnd spending too much time playing video games could prevent kids from engaging in other types of activities that would also help them keep fit, James F. The researchers didn't measure whether interactive video games help kids lose weight more research needs to be done to determine this. Wii Boxing was the only game that required less energy than walking. These games were followed by LightSpace, Cybex Trazer and Dance Dance Revolution. Sportswall and Xavix used up the most energy about the same amount the children would use while jogging, Bailey said. They also looked at how much energy the children used while walking 3 miles per hour. The researchers then measured how much energy the kids used while playing each game for 10 minutes. The children spend two weeks familiarizing themselves with the games. Three of these games, LightSpace, Cybex Trazer and Sportwall, are commercial games sold to fitness centers the other three are games consumers can play in their home. The study evaluated six different games systems (games listed in parenthesis): Dance Dance Revolution, LightSpace (Bug Invasion), Nintendo Wii (Boxing), Cybex Trazer (Goalie Wars), Sportwall, and Xavix (J-Mat). Thirty-nine children, ages 9 to 13, took part in the study, carried out at a fitness center in Boston.