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Item Active Gaming and Energy Expenditure in Healthy Adults(Office of the Vice Chancellor for Research, 2016-04-08) Carey, Christopher; Naugle, Keith; Ohlman, Tom; Mikesky, Alan; Naugle, KellyThe rise in sedentary behavior in US society, along with the associated health risks, makes it necessary to find effective solutions to increase physical activity at all levels. Studies on active gaming have shown promising results in the use of active gaming as a viable exercise tool that combines physical activity with entertainment. However, the research is still mixed on whether active games can elicit similar responses as traditional cardiovascular exercise, such as jogging on a treadmill. This study examined whether participants playing active games could reach a moderate intensity level as defined by the American College of Sports Medicine as 3.0 METs while playing with and without specific instructions designed to maximize physical activity. Twenty young adult participants completed one training session and four experimental sessions. During each session, participants played two 15-minute periods of either Kinect tennis, Kinect boxing, Wii tennis, and Wii boxing. In period one, participants played at a self-selected intensity. During period two, participants were given specific instructions on how to play which were designed to maximize movement during play and down time. During game play, participants wore a portable gas (VO2/VCO2) analyzer to measure energy expenditure. Metabolic equivalents (METS) were analyzed with a repeated measures ANOVA. During period 1, Kinect boxing was able to elicit the highest METs, 3.097±0.3, from the participants. METS during period 2 was significantly greater than during period 1 across all games (p<.001). Participants were able to reach higher than 3.0 METs while playing each of the games during period 2. Regardless of the period, Kinect boxing elicited greater METS than Wii boxing and Wii Tennis (P<.001). This shows evidence that active gaming not only can elicit a moderate intensity level of physical activity, but that specialized instructions can enhance the effects of the active games.Item The Effect of Active Gaming on Cardiovascular Outcomes(Office of the Vice Chancellor for Research, 2015-04-17) Aqeel, Dania; Ohlman, Tom; Mikesky, Alan E.; Naugle, Keith E.; Naugle, Kelly M.The U.S. society has become more accustomed to a sedentary lifestyle in the past few decades, partially due to increased time spent in front of a screen. Recently, active gaming, which allows an individual to be physically active during video game play, has been rising in popularity as a means of exercise. However, more research is needed to evaluate whether active gaming can produce cardiovascular responses that fall within the recommended ranges for daily physical activity given by the American College of Sports Medicine (40-60% of heart rate reserve (HRR)). The purpose of this study was to determine the effects of active gaming on cardiovascular outcomes and enjoyment. Nine young adults have been enrolled in this study and data collection is ongoing. Participants completed a training session and four experimental sessions. During each session, participants played one of the following active games at a self-selected intensity for 15 minutes. Heart rate (HR) and rate of perceived exertion (RPE) were measured during game play. Enjoyment was assessed on a 10-cm VAS after each game. Repeated measures ANOVAs were used to determine differences in HRR%, RPE, and enjoyment between games. The results showed that HRR% was greater for Kinect boxing (M=42.7±12.5) compared to all other games (p=.012; Kinect Tennis=35.4±10.7, Wii Boxing=31.8±14.5, Wii Tennis=35.4±10.8). RPE was significantly greater for Kinect Boxing (M=11.3±2.0) compared to Wii Tennis (M=9.67±1.5), p=.038. Enjoyment levels did not differ between games, p=.58 (Kinect Boxing=6.6±2.1, Kinect Tennis=7.1±1.2, Wii Boxing=5.9±0.8, Wii Tennis=6.9±0.9). In conclusion, the active games played at a self-selected intensity were perceived as moderately to highly enjoyable and were able to increase cardiovascular responses. However, the intensity of activity depended on the game. Participants achieved a moderate intensity level (i.e., 40-60% of HRR) while playing Kinect Boxing, but only achieved a light intensity level while playing the other games. Mentor: Kelly M. Naugle, Department of Kinesiology, School of Physical Education, Tourism, and Management, IUPUIItem The Effect of Active Gaming on Pressure Pain Sensitivity(Office of the Vice Chancellor for Research, 2016-04-08) Aqeel, Dania; Ohlman, Tom; Mikesky, Alan E.; Naugle, Keith E.; Naugle, Kelly M.An acute bout of moderate to vigorous exercise temporarily reduces pain sensitivity in healthy adults, a phenomenon termed exercise-induced hypoalgesia (EIH). Recently, active gaming, which allows an individual to be physically active during video game play, has been rising in popularity as a means of light to moderate exercise. While evidence has shown that active gaming elicits positive cardiovascular and balance outcomes, no research has investigated active gaming as a modifier of pain. The purpose of this study was to determine whether an acute bout of active gaming increases pressure pain thresholds (PPT) in healthy adults. Fourteen young adults were enrolled in this study. Participants completed a training session and four experimental sessions. During each session, participants played one of the following active games for 15 minutes: Kinect Boxing, Kinect Tennis, Wii Boxing, and Wii Tennis. Pressure pain thresholds were measured on the trapezius muscle and the forearm before and immediately after a 15-minute active gaming session. Heart rate was also measured during game play. PPT data was analyzed with repeated measures ANOVA. Bivariate correlations examined the relationship between average percentage of heart rate reserve (HRR%) during game play and magnitude of pain reduction (post– pre). The results showed that PPTs 1) on the forearm and trapezius muscle significantly increased from pre to posttest during the Kinect Boxing session, 2) increased on the trapezius muscle during the Wii Boxing session, and 3) decreased on the forearm during the control session (p’s<.05). Greater HRR% during game play was associated with greater pain reduction (trapezius r=.33; forearm r=0.28; p’s<.05). In conclusion, active games played at a moderate intensity appear to be capable of temporarily reducing pressure pain sensitivity. This study was sponsored by the NIFS Student Research Fund.