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Published on: June 5, 2019
Can E-Gaming Be Useful for Achieving Recommended Levels of Moderate- to Vigorous-Intensity Physical Activity in
Todd A Miller1, Alison Vaux-Bjerke1, Karen A McDonnell2
11 Department of Exercise Science, The George Washington University School of Public Health and Health Services , Washington, D.C.
Objective:
The purpose of this study was to compare the energy expenditure of a tailored, interactive genre of e-gaming ("Winds of Orbis: An Active Adventure"; Entertainment Technology Center, Carnegie Mellon, Pittsburgh, PA) ( www.activeadventuregame.com ) with that of a tethered videogame ("Dance Dance Revolution" [DDR]; Konami Digital Entertainment, El Segundo, CA) and with traditional physical education (PE) activities in meeting recommended levels of moderate- to vigorous-intensity physical activity (MVPA).
Subjects And Methods:
Schoolchildren (n=104) in grades 3-8 from inner-city Washington, DC completed three randomly ordered 20-minute bouts of DDR, "Orbis," and PE. Energy expenditure was measured using accelerometry.
Results:
Overall, energy expenditure was significantly greater from PE compared with "Orbis" and DDR (P<0.01). Among girls (n=58) and children with obesity (n=49), however, energy expenditure from "Orbis" and PE was similar, and both resulted in higher energy expenditure compared with DDR (P<0.01). After adjustment for sex, grade, and body mass index, we observed that among children in grades 3-5 energy expenditure from all three activities was sufficient to meet recommended intensity criteria for vigorous activity (>6 metabolic equivalents). Among children in grades 6-8, however, these vigorous-intensity criteria were met only by boys and only with PE activities.
Conclusions:
In the school setting, traditional PE activities continue to work well for some children in meeting MVPA recommendations. Among special subgroups, however, e-gaming may provide a useful supplement to PE in increasing activity levels during the school day and beyond.

