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Published on: December 16, 2010
Competitive active video games: Physiological and psychological responses in children and adolescents
Juan F Lisón1, Ausias Cebolla2, Jaime Guixeres3
1Faculty of Health Sciences, University CEU-Cardenal Herrera, Valencia;
Background:
Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated.
Objective:
To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players.
Methods:
Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition.
Results:
Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play.
Conclusion:
Competitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.
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