The Journal of Pediatrics
Volume 154, Issue 6 , Pages 819-823, June 2009

Activity-Promoting Video Games and Increased Energy Expenditure

  • Lorraine Lanningham-Foster, PhD

      Affiliations

    • Endocrine Research Unit, Mayo Clinic, Rochester, MN
    • Corresponding Author InformationReprint requests: Lorraine Lanningham-Foster, PhD, Food Science and Human Nutrition, Iowa State University, 220 MacKay Hall, Ames, IA 50011
  • ,
  • Randal C. Foster, BS

      Affiliations

    • Endocrine Research Unit, Mayo Clinic, Rochester, MN
  • ,
  • Shelly K. McCrady, MS

      Affiliations

    • Endocrine Research Unit, Mayo Clinic, Rochester, MN
  • ,
  • Teresa B. Jensen, MD

      Affiliations

    • Department of Family Medicine, Mayo Clinic, Rochester MN
  • ,
  • Naim Mitre, MD

      Affiliations

    • Endocrine Research Unit, Mayo Clinic, Rochester, MN
    • Division of Pediatric Endocrinology and Medicine, Mayo Clinic, Rochester, MN
  • ,
  • James A. Levine, MD, PhD

      Affiliations

    • Endocrine Research Unit, Mayo Clinic, Rochester, MN

Received 24 June 2008; received in revised form 9 December 2008; accepted 7 January 2009. published online 26 March 2009.

Objectives

To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games.

Study design

In this single-group study, 22 healthy children (12 ± 2 years; 11 male, 11 female) and 20 adults (34 ± 11 years; 10 male, 10 female) were recruited. Energy expenditure and physical activity were measured while participants were resting, standing, watching television seated, sitting and playing a traditional sedentary video game, and while playing an activity-promoting video game (Nintendo Wii Boxing). Physical activity was measured with accelerometers, and energy expenditure was measured with an indirect calorimeter.

Results

Energy expenditure was significantly greater than all other activities when children or adults played Nintendo Wii (mean increase over resting, 189 ± 63 kcal/hr, P < .001, and 148 ± 71 kcal/hr, P < .001, respectively). When examining movement with accelerometry, children moved significantly more than adults (55 ± 5 arbitrary acceleration units and 23 ± 2 arbitrary acceleration units, respectively, P < .001) while playing Nintendo Wii.

Conclusion

Activity-promoting video games have the potential to increase movement and energy expenditure in children and adults.

Abbreviations: AAU, Arbitrary acceleration units, BMI, Body mass index, ESRB, Entertainment Software Rating Board, NEAT, Non-exercise activity thermogenesis, PAMS, Physical activity measurement system, REE, Resting energy expenditure

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 Supported by grants from the National Institutes of Health (HD 5001, DK 63226, 66270 and M01-RR00585). Support was also provided by the Mayo Clinic Department of Family Medicine Small Grants Program. The authors declare no conflicts of interest.

PII: S0022-3476(09)00009-2

doi:10.1016/j.jpeds.2009.01.009

The Journal of Pediatrics
Volume 154, Issue 6 , Pages 819-823, June 2009