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Published on: December 16, 2010
Metabolic and physiologic responses to video game play in 7- to 10-year-old boys
1Exercise and Sport Sciences Department, School of Education, University of Miami, Coral Gables, FL 33124, USA.
Insights
Action video game play significantly increases heart rate, blood pressure, and energy expenditure in young boys. However, these physiological changes are less pronounced than with physical exercise and do not replace the need for regular physical activity.
Area of Science:
- Pediatric physiology
- Exercise science
- Behavioral science
Background:
- Sedentary activities like video gaming are prevalent among children.
- Understanding the physiological impact of screen time is crucial for child health.
- Action video games may elicit distinct physiological responses compared to passive screen time.
Purpose of the Study:
- To investigate the metabolic, physiological, and hemostatic effects of action video game play in young boys.
- To quantify changes in heart rate, blood pressure, and energy expenditure during gameplay.
- To compare these responses to baseline measurements and assess their significance.
Main Methods:
- A comparison study involving 21 boys aged 7-10 years.
- Continuous monitoring of blood pressure, heart rate, ventilation, and oxygen consumption during gameplay.
- Measurement of blood glucose and lactate levels before and after gaming sessions.
- Statistical analysis using dependent t tests and effect size calculations (Cohen d).
Main Results:
- Significant increases observed in heart rate (18.8%), systolic blood pressure (22.3%), diastolic blood pressure (5.8%), ventilation (51.9%), respiratory rate (54.8%), oxygen consumption (49.0%), and energy expenditure (52.9%).
- Effect sizes for these physiological changes were medium to large.
- No significant changes were found in lactate or glucose levels post-gaming.
Conclusions:
- Action video game play induces notable metabolic and physiological changes in young children.
- These findings suggest that video game play should not be equated with sedentary activities like television viewing.
- The physiological impact is less than that of standard exercise, indicating video games are not a substitute for regular physical activity for cardiovascular health.
Objective:
To examine the metabolic, physiologic, and hemostatic responses to action video game play in a group of young boys.
Design:
Comparison study.
Setting:
Laboratory of Clinical and Applied Physiology, University of Miami.
Participants:
Twenty-one boys aged 7 to 10 years.
Main Outcome Measures:
Blood pressure monitored before and during game play and blood glucose and lactate levels measured before and immediately after game play. Measurements were continuously recorded throughout game play. Dependent t tests were used to compare measurements recorded at baseline and during or after game play. Effect sizes using the Cohen d were examined for comparisons.
Results:
Significant increases from baseline were found for heart rate (18.8%; P<.001), systolic (22.3%; P<.001) and diastolic (5.8%; P = .006) blood pressure, ventilation (51.9%; P<.001), respiratory rate (54.8%; P<.001), oxygen consumption (49.0%; P<.001), and energy expenditure (52.9%; P<.001). Effect sizes for these comparisons were medium or large. No significant changes were found from baseline to after video game play for lactate (18.2% increase; P = .07) and glucose (0.9% decrease; P = .59) levels.
Conclusions:
Video game play results in significant increases in various metabolic and physiologic variables in young children. Thus, it should not be combined with television viewing for the evaluation of sedentary activities. The magnitude of change, however, was lower than that observed during standard physical exercise and below national health recommendations. As such, video game play should not be considered a substitute for regular physical activities that significantly stress the metabolic pathways required for the promotion of cardiovascular conditioning.
