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Area of Science:

  • Exercise Physiology
  • Human-Computer Interaction
  • Health and Fitness

Background:

  • Sedentary lifestyles are a growing public health concern.
  • Video games offer potential for increased physical activity.
  • Assessing the physiological and hedonic responses to interactive gaming is crucial.

Purpose of the Study:

  • To evaluate the physiological responses during prolonged physically interactive videogame play.
  • To assess user liking (hedonics) during interactive and sedentary gaming sessions.
  • To determine if interactive games can provide moderate-intensity physical activity.

Main Methods:

  • Twenty-four participants engaged in three 30-minute videogame sessions.
  • Sessions included two physically interactive games ('Wii™ Fit' Basic Run and Basic Step) and one sedentary game ('Tanks!').
  • Oxygen consumption (VO2) and liking (visual analog scale) were measured throughout the sessions.

Main Results:

  • Physically interactive games significantly increased oxygen consumption (VO2) compared to sedentary gaming.
  • 'Basic Run' and 'Basic Step' achieved moderate-intensity physical activity (4.6 and 3.3 METs, respectively).
  • Physiological intensity remained consistent throughout each 30-minute session, and liking was similar across all game types.

Conclusions:

  • Both physically interactive videogame conditions met the criteria for moderate-intensity physical activity (≥3.0 METs).
  • Consistent liking across all gaming conditions suggests interactive games are a viable alternative to sedentary gaming.
  • Interactive video games can be a tool to promote physical activity and combat sedentary behavior.