Abstract
The purpose of this study was to determine the intensity of Nintendo Wii Fit games using indirect calorimetry. Twenty-five college students completed Wii Fit activity sessions at two difficulty levels within aerobics, strength, and yoga categories. Resting metabolic rate and exercise oxygen uptake were measured, and metabolic equivalents were calculated. Measured metabolic equivalents and calculated metabolic equivalents ranged from 2.30 ± .42 and 2.44 ± .38 for Yoga to 5.73 ± 1.36 and 6.04 ± 1.09 for aerobics, respectively. All selected Wii Fit activity intensities were significantly higher than resting, p <.001; aerobic and strength activities met the moderate intensity threshold (three metabolic equivalents, p <.001), while yoga activities did not (p <.005). Aerobic and yoga activities of medium difficulty were more intense than the corresponding easy-rated activities (p <.005). There were no statistical differences between measured and calculated metabolic equivalents. Wii Fit has potential as an effective tool for helping college-aged individuals increase their physical activity.
Original language | English (US) |
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Pages (from-to) | 135-150 |
Number of pages | 16 |
Journal | Measurement in Physical Education and Exercise Science |
Volume | 16 |
Issue number | 2 |
DOIs | |
State | Published - Apr 1 2012 |
Externally published | Yes |
Keywords
- energy expenditure
- exercise-themed video game
- metabolic equivalent
- physical activity intervention
- physical activity prescription
ASJC Scopus subject areas
- Orthopedics and Sports Medicine
- Physical Therapy, Sports Therapy and Rehabilitation