Motivation and Physiologic Responses of Playing a Physically Interactive Video Game Relative to a Sedentary Alternative

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ORIGINAL ARTICLE

Motivation and Physiologic Responses of Playing a Physically Interactive Video Game Relative to a Sedentary Alternative in Children Amanda L. Penko, M.A. & Jacob E. Barkley, Ph.D.

Published online: 19 February 2010 # The Society of Behavioral Medicine 2010

Abstract Background While there is emerging research outlining the physiologic cost of the physically interactive Nintendo Wii, there are no evaluations of the relative reinforcing value (RRV) of the Wii versus a sedentary alternative. Purpose The purpose of this study is to evaluate the physiologic cost, RRV, and liking of playing Wii Sports Boxing (Wii) versus a traditional sedentary video game (SVG) in 11 lean and 13 overweight/obese 8- to 12-yearold children. Methods Heart rate (HR) and VO2 were assessed during rest, treadmill walking, and playing an SVG and Wii using a counterbalance design. Liking was assessed during treadmill walking and video game play. RRV was assessed for Wii versus SVG. Results Average HR, VO2, and liking were significantly greater for Nintendo Wii (p≤0.001 for all) than all other conditions. Lean children displayed a greater (p