Fitness/Health
Madison Crisler, MS (she/her/hers)
Graduate Student
IUPUI
Indianapolis, Indiana, United States
William Board
Student
IUPUI
Indianapolis, Indiana, United States
Caleb McConahay
gradaute student
IUPUI
Indianapolis, Indiana, United States
Steven Ballard
gradaute student
IUPUI
Indianapolis, Indiana, United States
Kelly Naugle
Professor
IUPUI
Indianapolis, Indiana, United States
Keith Naugle
Clinical Associate Professor
IUPUI
indianapolis, Indiana, United States
Active video gaming has shown to increase Heart Rate(HR) and Ratings of Perceived Exertion (RPE) during play. However, often people play active video games sitting without the full body movements.
Purpose: The purpose of this study was to determine HR, RPE and enjoyment levels during participation in active video games played at a self-selected intensity and with a specific set of instructions designed to facilitate movement.
Methods: Eighteen healthy, (M=9) college-aged students completed four separate sessions. Session one provided game familiarization. In the remaining three sessions, participants played the active videos games: Mogul Bounce, Piano Step, and Rivals Soccer. In each session, one game was played for two 15-minute periods. During period 1(P1), participants played at a self-selected intensity. During period 2(P2), participants were given instructions designed to enhance movement during game play (i.e., participants jogged in place during any period they were not handling the ball, jumped when attempting to block, hop for each note played). Participants wore heart rate monitors during game play. HR and RPE were reported every 5 minutes of game play (i.e., 5, 10, and 15). After each period subjects reported their level of enjoyment. Percentage of HR max (%HRmax) was calculated to evaluate the average intensity of physical activity achieved during game play. Mixed model ANOVAs were used to analyze the data.
Results: HR results indicated a Game x Period x Time interaction (p< .001). Follow-up tests indicated HR significantly increased from baseline in every game and period. HR significantly increased P1 to P2 during Soccer and Step at all time points. For Bounce, HR was only greater during P2 compared to P1 at 5 minutes. HR was significantly higher during Step and Bounce compared to Soccer during all periods and time points of play. HR was significantly higher during Bounce compared to Step at 15 minutes during P1. Evaluation of the %HRmax data indicated that intensity of physical activity during P1 was light (< 57%), except females reached moderate intensity during Bounce (67.5-71.5%). During P2, moderate intensity physical activity (64%-76%) was reached for Bounce and Step but not Soccer. RPE significantly differed between games (p< .001), with Bounce (M=13.2, SE=.38) eliciting a greater RPE compared to Soccer (M=10.8, SE=.44) and Step (M=11.9, SE=.37). Across all games, RPE was greater during P2 (M=12.9, SE=.33) compared to P1 (M=11.1, SE=.32; p< .001). The results revealed a significant Time x Sex interaction (p=.015). RPE increased from 5 to 15 minutes in males. RPE at 10 and 15 minutes in males was greater than RPE at all time points in females. The results for enjoyment indicated no significant differences between games, periods, or sex.
Conclusion: Results showed that all games and periods were enjoyed similarly. Active gaming elicited an increase in HR from resting levels, with intensity of physical activity ranging between light and moderate. Using standardized instructions to enhance movement during game play resulted in greater HR and RPE during the active games. PRACTICAL APPLICATION: With the decrease in physical activity that is common among many age groups, active video games can be an intervention to increase movement. Many forms of active video games are accessible as people already have the technology used for active video games.
Acknowledgements: none at this time