ArticleJournal of strength and conditioning research2014
Cardiovascular and affective outcomes of active gaming: using the nintendo wii as a cardiovascular training tool.
Article in Journal of strength and conditioning research, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 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
16 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effects of active video games on affective responses and mental health symptoms in young adults: a systematic review.BMC public health · 2025Pooled it
- Effect of Longitudinal Practice in Real and Virtual Environments on Motor Performance, Physical Activity and Enjoyment in People with Autism Spectrum Disorder: A Prospective Randomized Crossover Controlled Trial.International journal of environmental research and public health · 2022Trial
- Effects of exergaming in postmenopausal women with high cardiovascular risk: A randomized controlled trial.Clinical cardiology · 2020Trial
- Exergaming Can Be a Health-Related Aerobic Physical Activity.BioMed research international · 2019Trial
- Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial.JMIR aging · 2023Article
- Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review.JMIR mental health · 2021Review
- Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.JMIR serious games · 2020Article
- Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.Archives of physiotherapy · 2020Article
- Enjoyment and Intensity of Physical Activity in Immersive Virtual Reality Performed on Innovative Training Devices in Compliance with Recommendations for Health.International journal of environmental research and public health · 2019Article
- Physiological Gait versus Gait in VR on Multidirectional Treadmill-Comparative Analysis.Medicina (Kaunas, Lithuania) · 2019Article
- Mini-trampoline enhances cardiovascular responses during a stationary running exergame in adults.Biology of sport · 2018Article
- Impact of Exergaming on Children's Motor Skill Competence and Health-Related Fitness: A Quasi-Experimental Study.Journal of clinical medicine · 2018Article
- Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population.Frontiers in psychology · 2018Article
- Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii(®).Journal of physical therapy science · 2015Article
- Nintendo related injuries and other problems: review.BMJ (Clinical research ed.) · 2014Review
- Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit.Revista Brasileira de terapia intensivaArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
Abstract
Active-video gaming is purported to produce similar cardiovascular responses as aerobic fitness activities. This study compared the emotional and cardiovascular effects of Wii games with those of traditional exercise in college-aged adults with different exercise backgrounds. Specifically, the percentage of heart rate reserve, rate of perceived exertion (RPE), level of enjoyment, and Positive and Negative Affect Schedule scores were compared between subjects who reported exercising frequently at high intensities (high-intensity exerciser group: age = 20.18 years [0.87]; Height = 165.23 cm [9.97]; Mass = 62.37 kg [11.61]), N = 11 and those who exercise more often at lower intensities (low-intensity exercisers group: age = 20.72 years [1.19]; Height = 164.39 cm [8.05]; Mass = 68.04 kg [10.71]), N = 11. The subjects completed six 20-minute exercises sessions: treadmill walking, stationary cycling, and Wii's Tennis, Boxing, Cycling, and Step. The low-intensity exerciser group achieved a greater percentage of heart rate reserve (a) during traditional exercise compared with that during Wii boxing, (b) playing Wii boxing compared with that for Wii tennis, and (c) playing Wii boxing compared with that when the high-intensity exercisers group played any Wii games (p < 0.05). The RPE was greater for boxing and cycling compared with that for tennis and step (p < 0.05). Ratings of enjoyment and the increase in positive emotion were greater for boxing and for tennis compared with those for traditional exercises (p < 0.05). Results suggest that Wii boxing shows the greatest potential as a cardiovascular fitness tool among the Wii games, particularly for individuals who typically exercise at lower intensities.
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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.