ArticleInternational journal of exercise science2009
Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students.
Article in International journal of exercise science, 2009. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
18 citing papers in PubMed, 1 synthesis or guideline pooled it, 120 citations in OpenAlex.
- Effects of Exergaming on Physical Activity in Overweight Individuals.Sports medicine (Auckland, N.Z.) · 2016Pooled it
- Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults' Physical Fitness and Psychological Perception.International journal of environmental research and public health · 2021Trial
- Only lower limb controlled interactive computer gaming enables an effective increase in energy expenditure.European journal of applied physiology · 2011Trial
- Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education.Behavioral sciences (Basel, Switzerland) · 2025Article
- Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study.JMIR serious games · 2025Article
- An 8-week exergame-based exercise training program improves cardiovascular endurance, muscular strength and endurance performances among primary school children in Taiwan.Frontiers in pediatrics · 2025Article
- Acute effects of exergaming on young adults' energy expenditure, enjoyment, and self-efficacy.Frontiers in psychology · 2023Article
- Acute Effects of Virtual Reality Exercise Biking on College Students' Physical Responses.Research quarterly for exercise and sport · 2022Article
- Architecting Intelligent Smart Serious Games for Healthcare Applications: A Technical Perspective.Sensors (Basel, Switzerland) · 2022Article
- Improving Maximal Strength in the Initial Postoperative Phase After Anterior Cruciate Ligament Reconstruction Surgery: Randomized Controlled Trial of an App-Based Serious Gaming Approach.JMIR serious games · 2020Article
- Energy demand in an active videogame session and the potential to promote hypotension after exercise in hypertensive women.PloS one · 2018Article
- Exergaming can be an innovative way of enjoyable high-intensity interval training.BMJ open sport & exercise medicine · 2017Article
- The role of exergaming in improving physical activity: a review.Journal of physical activity & health · 2014Review
- The effect of a peer on VO2 and game choice in 6-10 year old children.Frontiers in physiology · 2014Article
- The heart rate response to nintendo wii boxing in young adults.Cardiopulmonary physical therapy journal · 2012Article
- MEASUREMENT OF ENERGY EXPENDITURE WHILE PLAYING EXERGAMES AT A SELF-SELECTED INTENSITY.The open sports sciences journal · 2012Article
- Healthy Gaming - Video Game Design to promote Health.Applied clinical informatics · 2011Article
- Energy Cost of Active and Sedentary Music Video Games: Drum and Handheld Gaming vs. Walking and Sitting.International journal of exercise scienceArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
Abstract
Video games have become increasingly popular among young adults. The purpose of this pilot study was to determine if interactive video/arcade games, requiring physical activity to play, increase the energy expenditure (EE) and heart rate (HR) of young adults enough to elicit a training response. Thirteen male and female participants 26.6 ± 5.7 years of age were in the study. Participants were familiarized with equipment and allowed to practice with three games: (1) moving and striking lighted pads, (2) riding a bike to increase the pace of a race car, and (3) boxing against a video simulated opponent. A portable metabolic cart and HR monitor were attached to participants to measure baseline and exercise values. Participants could play any of the three games for 30 minutes while metabolic and HR data were collected. Exercise data were compared to baseline measures, and the 3 games were compared for EE. Paired sample t-tests showed baseline and exercise values differed for HR (t(12) = -18.91, p < 0.01), and EE (t(12) = -15.62, p < 0.01). The boxing game provided the highest VO2 (17.47 ± 4.79 ml·kg(·-1)min(-1)). Participants achieved 60% or better of their HR reserve (162.82 ± 10.78 beats·min(-1),) well within the ACSM guidelines for a training HR. Caloric expenditure during the 30-minute exercise session (226. 07 ± 48.68) is also within the ACSM recommendations for daily physical activity. Thus, interactive video/arcade games that require physical activity to play can be utilized as part of an overall aerobic exercise program.
Identifiers
20407622PMC2856349W61076633What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.