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Updated: Jun 16, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary
Amanda L Penko1, Jacob E Barkley
1The School of Exercise Leisure and Sport, Kent State University, Kent, OH 44240, USA. penkoa@ccf.org
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-year-old children.
Methods:
Heart rate (HR) and VO(2) 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, VO(2), and liking were significantly greater for Nintendo Wii (p < or = 0.001 for all) than all other conditions. Lean children displayed a greater (p < 0.001) peak responding for access to Wii relative to the SVG while overweight/obese children did not (p > or = 0.16).
Conclusion:
Wii was a well-liked activity of greater physiologic intensity than both the SVG and treadmill walking. Lean children were more motivated while overweight/obese children were equally as motivated to play Wii relative to the SVG.

