Stationary Cycling Exergame Use Among Inactive Children in the Family Home: a Randomized Trial

The health benefits of interactive video game exercise

Authors: Darren E.R. Warburton , Shannon S.D. Bredin , Leslie T.L. Horita , Dominik Zbogar , Jessica M. Scott , Ben T.A. Esch , and Ryan E. Rhodes

Abstract

The purpose of this report was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on wellness-related physical fitness and do adherence in comparison with traditional aerobic grooming (stationary cycling lonely). College-aged males were stratified (aerobic fitness and torso mass) and then assigned randomly to experimental (n = seven) or command (due north = 7) conditions. Plan attendance, wellness-related physical fitness (including maximal aerobic power (VO2 max), body composition, muscular forcefulness, muscular power, and flexibility), and resting claret pressure level were measured earlier and after training (60%–75% eye rate reserve, three d/week for 30 min/d for 6 weeks). There was a significant difference in the attendance of the interactive video game and traditional grooming groups (78% ± 18% vs. 48% ± 29%, respectively). FiveO2 max was significantly increased after interactive video game (xi% ± 5%) but not traditional (iii% ± half dozen%) grooming. At that place was a significantly greater reduction in resting systolic claret force per unit area afterward interactive video game (132 ± 6 vs. 123 ± six mmHg) than traditional (131 ± seven vs. 128 ± 8 mmHg) training. There were no meaning changes in torso limerick after either training program. Attendance mediated the relationships betwixt status and changes in health outcomes (including VO2 max, vertical jump, and systolic blood pressure). The present investigation indicates that a training program that links interactive video games to cycle exercise results in greater improvements in health-related physical fettle than that seen afterwards traditional cycle exercise training. It appears that greater attendance, and thus a college volume of physical activeness, is the mechanism for the differences in health-related concrete fitness.

Résumé

Analyser l'influence des jeux vidéo interactifs combinés à une séance d'exercice sur un vélo stationnaire sur la condition physique santé et sur la persévérance en matière de pratique d'activité physique comparativement à une simple séance d'attempt sur un vélo stationnaire dans un contexte classique d'entraînement aérobie. Nous répartissons aléatoirement de jeunes hommes selon leur capacité aérobie et leur masse corporelle dans deux groupes, l'un expérimental (n = 7) et fifty'autre, témoin (n = seven). Au début et à la fin du programme d'entraînement (lx%–75% de la fréquence cardiaque de réserve, 3 jours par semaine à raison de 30 min par jour durant 6 semaines), nous évaluons le taux de participation, la pression sanguine au repos et la condition physique santé incluant les tests suivants : la puissance aérobie maximale ou 5O2 max, la composition corporelle, la forcefulness musculaire, la puissance musculaire et la flexibilité. On observe une différence significative du taux de participation dans les séances d'entraînement sur vélo stationnaire agrémentées de jeux vidéo interactifs comparativement aux séances classiques d'entraînement sur vélo stationnaire (78 % ± 18 % et 48 % ± 29 %, respectivement). On observe aussi une augmentation significative du 5O2 max dans le groupe expérimental (11 % ± 5 %) mais pas dans le groupe témoin (three % ± half dozen %). De plus, on observe une plus grande diminution de la pression sanguine au repos dans le groupe expérimental (de 132 ± six à 123 ± half-dozen mmHg) que dans le groupe témoin (de 131 ± 7 à 128 ± 8 mmHg). On n'discover pas de différence de composition corporelle entre les deux groupes. Le taux de participation est associé à la condition expérimentale et aux variations des valeurs des indicateurs de santé : VO2 max, hauteur de saut vertical et pression sanguine. D'après nos observations, un plan d'entraînement combinant des exercices physiques et des jeux vidéo interactifs suscite de plus grandes améliorations de la condition physique santé que ne le fait un programme d'entraînement classique sur vélo stationnaire. Il semble que le taux de participation soit l'élément-clé pour accroître la pratique de 50'activité physique et améliorer la condition physique santé.

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Published In

Applied Physiology, Nutrition, and Metabolism cover image

Practical Physiology, Diet, and Metabolism

Book 32 Number 4 Baronial 2007

History

Received: 22 August 2006

Accepted: 12 March 2007

Published online: 18 June 2007

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Key Words

  1. chronic affliction
  2. aerobic training
  3. virtual reality

Mots-clés

  1. maladie chronique
  2. entraînement aérobie
  3. monde virtuel

Authors

Affiliations

Darren East.R. Warburton

Unit Two Osborne Eye, Cardiovascular Physiology and Rehabilitation Laboratory, 6108 Thunderbird Blvd., University of British Columbia, Vancouver, BC V6T 1Z3, Canada.

Shannon S.D. Bredin

Cerebral and Functional Learning Laboratory, University of British Columbia, Vancouver, BC V6T 1Z3, Canada.

Leslie T.L. Horita

Cerebral and Functional Learning Laboratory, University of British Columbia, Vancouver, BC V6T 1Z3, Canada.

Dominik Zbogar

Unit II Osborne Center, Cardiovascular Physiology and Rehabilitation Laboratory, 6108 Thunderbird Blvd., Academy of British Columbia, Vancouver, BC V6T 1Z3, Canada.

Jessica 1000. Scott

Unit II Osborne Centre, Cardiovascular Physiology and Rehabilitation Laboratory, 6108 Thunderbird Blvd., Academy of British Columbia, Vancouver, BC V6T 1Z3, Canada.

Ben T.A. Esch

Unit II Osborne Centre, Cardiovascular Physiology and Rehabilitation Laboratory, 6108 Thunderbird Blvd., University of British Columbia, Vancouver, BC V6T 1Z3, Canada.

Ryan Eastward. Rhodes

Behavioural Medicine Laboratory, University of Victoria, Victoria, BC V8P 5C2, Canada.

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