Friday, June 4, 2010

Health Outcomes In Middle-aged Women Following 10 Weeks Of (Exergame) Training With Nintendo’sWii Fit

Author(s): L. Maureen Odland, Laura Adams, Rebekah Woods, Leigh Sears. Hope College, Holland, MI.
Email: dunnm@hope.edu

 PURPOSE: To examine the effects of home based physical activity using Nintendo’s® Wii FitTM active videogame on health outcomes in middle-aged women. 

METHODS: 15 overweight sedentary women (43.2±5.9 yr, <1 hr intentional physical activity/wk for 6 months, body fat 37.5±7.6%) played Wii FitTM in their homes for 10 weeks (Wii, 4 sessions/week, 30 “Wii min”/session: total >20 hrs, < 20 hrs excluded). Game play included equal minutes of yoga, aerobics, strength and balance game activities. 9 women preceded Wii FitTM training with 10 weeks of habitual sedentary activity (Con). All participants underwent pre-test physical assessments that included: body weight (pre: 72.0±11.7 kg), BMI (pre: 25.8±3.5), body fat %, flexibility (sit-and-reach, pre: 35.0±7.5 cm), postural sway in the anterior/posterior plane (PS, deviation of the COP from the BOS y-axis during 20s of quiet tandem standing with eyes open, pre: -2.66±1.54), submaximal cardiovascular (CV) fitness and submaximal muscular strength. Physical assessments were repeated at the end of each 10 week phase. Differences between scores (post-pre,Δ) were compared between groups (Wii vs. Con) using two-sample t-tests. 

RESULTS: No differences were found between groups (Wii vs. Con, p>0.05) for Δbody weight (-0.03±0.95 vs. 0.15±1.6 kg), ΔBMI (0.021±0.45 vs. -0.06±0.56), Δbody fat% (-0.45±1.17 vs. -0.16±0.96%), or Δflexibility (2.9±5.1 vs. -1.2±6.1 cm, p=0.06). Small improvements were seen in ΔCV fitness (increased workload at same submaximal heart rate, Wii > Con, p=0.02), Δbench press repetitions (2.2±2.4 Wii vs. 0.44±2.06 Con, p=0.05) and Δhamstring curl repetitions (2.4±2.0 Wii vs. 0.38±1.41 Con, p=0.01). The most significant difference between groups was found in postural sway. Following Wii training PS was reduced by 1.12±1.16 along the y-axis compared to an increase of 0.64±1.33 following Con (p=0.007). 

CONCLUSION: 10 weeks (>20 hr) of Wii FitTM use in previously sedentary overweight middle-aged women had no effect on body wt or composition compared to control. Small improvements were seen in CV fitness and muscular strength. Postural sway was reduced in the forward/backward direction. Further research is necessary to determine whether commercially available active videogames can provide improvements in health in this population. 

Metabolic Responses to Wii Fit (Exergame) Activity

Jennifer R. Worley, Sharon N. Rogers, Robert R. Kraemer, FACSM. Southeastern Louisiana University, Hammond, LA. Email: jennifer.worley@selu.edu 

 Abstract: The Wii Fit™ is a form of interactive gaming that is designed to elicit health and fitness benefits to replace sedentary gaming. 

Purpose: The purpose of this study was to determine the VO2 and energy expenditure from different Wii Fit™ games at different levels including the step game and hula game. 

Methods: Eight females [mean age, ht., wt.,& VO2max = 21.9y, 170.3cm, 71.6kg, 33.1 mL/kg/min] completed a preliminary trial to determine VO2max and later played the Wii Fit™ on two separate occasions while VO2 was measured using a metabolic cart (ParvoMedics, TrueOne 2400). During each session, the subjects played beginning, intermediate and “other” levels of Wii Fit™ games for 10 minutes at each level. One session involved beginning hula and intermediate hula and the other session involved beginning step and intermediate step; sessions were counter balanced. VO2 was collected continuously whereas rating of perceived exertion (RPE) was determined pre-exercise and at the end of each game level. 

Results: The lowest %VO2max, RER, kcal/min, & RPE occurred during the respective games: beginning step, beginning hula, beginning step, beginning step and hula. The highest %VO2max, RER, kcal/min, and RPE occurred during intermediate hula (Table 1). 

Discussion: This is the first study to use open circuit spirometry to determine metabolic effects of the Wii Fit™. The intermediate hula and step games produced the greatest metabolic stress and energy expenditure with an equivalent effect of a walking speed >3.5mph (ACSM Metabolic Equations). Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health.

Table I
Mean % VO2 ± SE (7-10min)Mean RER ± SE (7-10min)Mean Kcal/min ± SE (7-10min)Mean RPE ± SE (End of Level)
Beginning Hula29.89 ± 0.670.86 ± 0.0094.47 ± 0.159 ± 0.31
Intermediate Hula36.76 ± 1.260.94 ± 0.0084.70 ± 0.1712 ± 0.47
Beginning Step27.6 ± 0.890.87 ± 0.0093.57 ± 0.129 ± 0.31
Intermediate Step30.55 ± 1.140.92 ± 0.0103.99 ± 0.1310 ± 0.38

Physiological Response of a Gaming Session with the Nintendo Wii Fit (Exergame) Interactive Video Game


Author(s): Kaia E. Pirazzini, Raymond M. Kraus. Elmhurst College, Elmhurst, IL. (Sponsor: Robert C Hickner, FACSM) Email: pirazzinik@net.elmhurst.edu 

Abstract: Persons engaged in a regimen of regular physical activity have been shown to obtain numerous health benefits. The Nintendo Wii Fit video game is the first interactive video game explicitly marketed as a fitness tool, yet no research to date has assessed the level of exercise intensity attained while playing. PURPOSE: The purpose of this study was to assess the average exercise intensity achieved throughout a 30 minute Wii Fit gaming session, and to compare these results to ACSM recommendations. 

METHODS: Young, healthy participants (mean ± sd: men, n = 11, 21± 1.8 yrs; women, n = 10, 21.7 ± 2.0 yrs) with BMIs of < 27 completed the study. Ventilation (VE), volume of oxygen consumed (VO2), and volume of carbon dioxide produced (VCO2) were monitored along with heart rate (HR) during a maximal exercise treadmill test. On a separate visit, participants completed a standardized Wii Fit session where VE, VO2, VCO2, and HR were continuously monitored. 

RESULTS: Throughout the Wii Fit session mean values for all variables monitored were generated using exclusively the active time participants were engaged with the game. Participants were actively engaged in Wii Fit play for a mean time of 31.7 ± 2.3 minutes. Mean play time HR was 117.7 ± 18.8 bpm, and when these data were analyzed relative to each participant’s maximum HR (HRmax) a mean of 59.6 ± 0.1% was observed. Mean play time VO2 and METs were 15.7 ± 3.1 mL/kg/min and 4.5 ± 0.9, respectively. As calculated from each participant, the mean play time VO2 expressed as a percentage of VO2R was 28.4 ± 0.1%. Compared to the men, women attained significantly higher values for the following gaming session variables: %VO2 max, %VO2R , HR, and %HRmax. For all participants, average energy expenditure was 199.4 ± 59.4 kcals.

CONCLUSION: According to ACSM, moderate intensity exercise is defined as the attainment of any of the following: 40-59% of VO2R, 64-76% of HRmax, or 3-6 METs. The present study found that the mean METs maintained throughout Wii Fit play were consistent with moderate intensity exercise as recommended by ACSM; however, the mean percentage of VO2R and HRmax did not reach the threshold specified by ACSM. This provides limited evidence to suggest that the Nintendo Wii Fit video game may be an effective exercise tool. 

The Acute Physiological Responses Of Youth To an (Exergame) Interactive Video Game

Author(s): H. N. Williford, FACSM, K. Gaston, M. R. Esco, M. S. Olson, FACSM. Auburn University Montgomery, Montgomery, AL.
Email: hwillifo@aum.edu


PURPOSE: More and more youth are participating in interactive video games that require some form of physical activity. There have been few studies evaluating youth and the energy cost and physiological responses of interactive video game systems.The purpose of this investigation was to determine the acute physiological responses in youth to the Nintendo Wii Fit video game system as compared to maximal treadmill testing, and to determine the exercise intensity of this form of training.

METHODS:Ten participants (5 boys and 5 girls) with the following characteristics (mean ± SD): age (10.30 ± 1.06 yrs.), height (142.0 ± 10.6 cm), and weight (34.7 ± 9.6 kg) were examined during two separate exercise testing sessions: maximal treadmill test to determine VO2 max (ml.kg-1.min-1), and Nintendo Wii Fit exercise test (18 min.). During the Nintendo Wii Fit exercise performance evaluation, 3 games were evaluated (hula hoop, running, and basic stepping). Each condition was played for a total of 6 minutes with 2.5 min. rest intervals between each condition. Participants also performed a modified Bruce maximal treadmill test. The physiological responses for both maximal treadmill testing and Wii Fit were determined by indirect calorimetry (Cosmed K4b2 ). Heart rate was monitored with a polar heart rate monitor.

RESULTS: The results of maximal treadmill testing were VO2 max = 53.60 ± 6.24 (ml.kg-1.min-1), maximal HR = 201.0 ± 8.3 bts.min-1, RER = 1.27 ± 0.11. The responses to the Wii Fit hula hoop were: kcal = 3.16 ± 0.86 kcal.min-1, VO2 = 18.24 ± 4.94 ml.kg-1.min-1, HR = 137.00 ± 16.32 bts.min-1 .The responses to the Wii Fit running were: kcal= 3.45 ± 0.71 kcal.min-1, VO2 = 19.92 ± 4.07 ml.kg-1.min-1, HR = 134.00 ± 18.90 bts.min-1 . The responses to the Wii Fit basic stepping were kcal = 2.01 ± 0.37 kcal.min-1, VO2 = 11.57 ± 2.15 ml.kg-1.min-1, HR = 112.00 ± 10.59 bts.min-1. The metabolic responses for the Wii Fit were 31 percent of VO2 max and 63 percent of HR max. The average energy cost was 2.89 kcal’s .min-1.


CONCLUSIONS: This investigation found that Wii Fit produced a mean metabolic response of 4.7 METS and a mean %HR max = 63% and %HRR max = 44%. According ACSM’s Guidelines for Exercise Testing and Prescription, the intensity level for Wii Fit would be classified as light to moderate intensity exercise. 

Heart Rate And Perceived Exertion Responses During Self-selected Intensities For "Exergaming" In College-age Participants [Study]

Author(s): Justin Kraft, William Russell, Tracy Bowman, Clifford Selsor, Grant Foster. Missouri Western State University, St. Joseph, MO. (Sponsor: James Matthew Green, FACSM)
Email: jkraft@missouriwestern.edu


Abstract: Incorporation of exergames into routine training may be a beneficial strategy for promoting physical activity, especially in younger populations. 

PURPOSE: This study compared heart rate (HR) and rate of perceived exertion (RPE) responses at self-selected intensities in college-age participants during two modes of ‘exergame’ activity versus a traditional exercise mode. 

METHODS: Thirty-seven college-age participants (males: 20, females: 17) completed three 30 minute trials at a self-selected intensity for: (1) video game interactive bicycle (CatEye GB310) ergometer (GB) activity, (2) interactive video dance game (DDR) (Dance Dance Revolution for Sony Playstation 2), and (3) traditional cycle ergometer (CE), while watching television. 

RESULTS: Mean HR, peak HR (PkHR), and minutes above target HR (THR) were significantly higher for GB (144 ± 22 bpm (57% HR Reserve (HRR)), 161 ± 23 bpm, and 22.5 ± 11.1 min) than DDR (119 ± 16 bpm (37% HRR), 138 ± 20 bpm, and 11.2 ± 11.9 min) or CE (126 ± 20 bpm (42% HRR), 144 ± 24 bpm, and 14.2 ± 12.6 min) respectively. RPE was significantly higher for GB (4.2 ± 1.5) and CE (3.8 ± 1.2) than DDR (2.7 ± 1.3). Recovery HR (RecHR) (15 min post-exercise) was significantly higher for GB (91 ± 14 bpm) than DDR (80 ± 11 bpm) and approached significance versus CE (84 ± 14 bpm, p = 0.059). No difference in PkHR, RecHR, or minutes above THR was observed between DDR and CE. Session RPE (15 min post-exercise) was significantly higher for GB (4.6 ± 1.7) and CE (4.1 ± 1.6) than DDR (2.8 ± 1.5). No Session RPE differences were observed between GB and CE. All modes elicited extended proportions of time above THR; GB: 75%, DDR: 37%, and CE: 47%. 

CONCLUSIONS: Time spent exercising above minimal recommended exercise intensity during exergame play was comparable (and greater for GB) to traditional stationary cycling. Results indicate that GB or DDR play were a comparable alternative to traditional exercise. Consequently, incorporation of exergames into routine training may be a viable option for enhancing physical activity.

Thursday, June 3, 2010

EA SPORTS Active is a Workout [Study]



According to John Porcari at UW - LaCrosse, EA SPORTS Active can be considered a workout that meets the ACSM's guidelines for exercise intensity.
EA SPORTS Active can improve aerobic capacity and favorably affect body composition when used on a regular basis as part of a healthy, active lifestyle.
Although it is listed in a press release I can't find the abstract to this study yet.

Sample
N=16
Age = 25-45
Physically active participants

Methods
Two pre-set EA SPORTS Active workouts: Afterburner and Legs & Lungs

Results
Both workouts achieved an intensity between 64% and 94% of their maximum heart rate or 40 per cent to 85 per cent of their maximal oxygen consumption (VO2max), as well as burned a minimum of 200-300 calories per session.  These criteria when met five days/week will help to maintain proper health and to aid in weight control.

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