The futuristic model for physical activity and exercise: active video games
Languages of publication
Physical inactivity is one of the main causes of noncommunicable diseases worldwide. In addition, obesity worldwide is increasing day by day due to insufficient energy expenditure, which is the result of physical inactivity. This review aimed to examine the physio logical effects of active video games (AVGs) systems and tried to define whether the AVGs could be suggested as an alternative exercise model considering the American College of Sports Medicine (ACSM) criteria. This review was based on the physiological re sponses of the different AVGs that were discussed in previous studies. It was revealed that AVGs significantly increased the energy expenditure and metabolic equivalent according to resting state. The majority of AVGs were found to achieve physical activit y levels of moderate intensity which meet ACSM criteria for health and fitness (3 -6 MET). Especially, AVGs can be considered as an alternative exercise model that is integrated with fun and technology in everyday use of individuals, reducing obesity preval ence and improving physical activity level with the ever - evolving modern and sophisticated AVGs systems. AVGs can actually be considered among the exercise models for the future, with the increasing use of active video game systems around the world.
- 1. Oztora S, Hatipo glu S, Barut cugil MB, et al. Estimating the prevalence of obesity and related risk factors for the primary school children. Medical Journal of Bakirkoy 2006; 2(1): 11- 14.
- 2. Lakdawalla D, Philipson T. The growth of obesity and technological cha nge: A theoretical and empirical examination. National Bureau of Economic Research. 2002; NBER working paper no: 8946, Retrieved April 8, 2016, from http://www.nber.org/papers/w8946
- 3. World Health Organization, World Health Statistics 2010, Retrieved April 8, 2016, from http://www.who.int/gho/publications/world_health_statistics/EN_WHS10_Full.pdf
- 4. Barlow SE, Chang JJ. Is parental aggravation associated with childhood overweight? An analysis of the national survey of children's health 2003 . Acta Paediatrica 2007; 96(9): 1360- 1361.
- 5. Ru tten A, Abu -Omar K. Prevalence of physical activity in th e European Union. Sozial -und Pra ventivmedizin/Social and Preventive Medicine. 2004;49(4):281- 289. doi : 10.1007/s00038- 004- 3100- 4
- 6. Mokdad AH, Marks JS, Stroup DF, et al. Actual causes of death in the United States, 2000. JAMA. 2004; 291(10):1238- 1245.
- 7. World Health Organization, World Health Statistics 2008, Retrieved March 2, 2016, from http://www.who.int/gho/publications/world_healt h_statistics/EN_WHS08_Full.pdf
- 8. Ministry of Health of Turkey. Turkey Physical Activity Guide, 2014. Retrieved April 4, 2016, from http://beslenme.gov.tr/content/files/basin_materyal/Fiziksel_aktivite_rehberi/farehberi_tr.pdf
- 9. Hamburg NM, McMackin CJ, Huang AL, et al. Physical inactivity rapidly induces insulin resistance and microvascular dysfunction in healthy volunteers. Arterioscler Thromb Vasc Biol 2007; 27(12): 2650- 2656.
- 10. Amati F, Dube JJ, Coen PM, et al., Physical inactivity and obesity underlie the i nsulin resistance of aging. Diabetes Care 2009; 32(8): 1547- 1549.
- 11. Chenoweth D, Leutzinger J. The economic cost of physical inactivity and excess weight in American adults. Journal of Physical Activity and Health 2006; 3(2): 148- 163.
- 12. Malhan S, Öksüz E, Babi neaux ST, et al. Assessment of the direct medical costs of type 2 diabetes mellitus and its complications in Turkey. Turkish Journal of Endocrinology and Metabolism 2014; 18(2): 39 -43.
- 13. World Health Organization, World Health Statistics 2005, Retrieved Marc h 2, 2016, from http://www.who.int/gho/publications/world_health_statistics/whostat2005en.pdf
- 14. Warburton DER, Nicol CW, Bredin SSD. Health benefits of physical activity: the evidence. Canadian Medical Association Journal 2006; 174(6):801- 809.
- 15. Garber CE, B lissmer B, Deschenes MR, et al. American College of Sports Medicine position stand. Quantity and quality of exercise for developing and maintaining cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: guidance for prescr ibing exercise. Medicine Science in Sports and Exercise 2011; 43(7): 1334- 1359.
- 16. Entertainment Software Association (ESA) Annual Report, 2010. Retrieved May 15, 2016, from http://www.theesa.com/wp -content/uploads/2014/10/ESA_2010_Annual_Report.pdf
- 17. Ainsworth BE, Haskell WL, Herrmann SD, et al. Compendium of physical activities: a second update of codes and MET values. Medicine and Science in Sports and Exercise 2011; 43(8):1575- 1581.
- 18. Galna B, Barry G, Jackson D, et al. Accuracy of the microsoft kinect sensor for measuring movement in people with Pa rkinson's disease. Gait Posture 2014; 39(4):1062- 1068.
- 19. Vernadakis N, Papastergiou M, Zetou E, et al. The impact of an exergame -based intervention on children's fundamental motor skills. Computers and Education 2015;83:90 -102.
- 20. Lange B, Chang CY, Suma E, et al. Development and evaluation of lo w cost game- based balance rehabilitation tool using the Microsoft Kinect sensor. Engineering in Medicine and Biology Society. 2011;1831- 1834. doi: 10.1109/IEMBS.2011.6090521
- 21. Chang YJ, Han WY, Tsai YC. A Kinect -based upper limb rehabilitation system to ass ist people with cerebral palsy. Research in Developmental Disabilities 2013; 34(11): 3654- 3659.
- 22. Luna -Oliva L, Ortiz -Gutiérrez RM, Cano -de la Cuerda R, et al. Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: a preliminary study. NeuroRehabilitation. 2013; 33(4): 513- 521.
- 23. White K, Schofield G, Kilding AE. Energy expended by boys playing active video games. Journal of Science and Medicine in Sport 2011;14(2):130- 134.
- 24. Chaput JP, Schwartz C, Boirie Y, et al. Energy intake adaptations to acute isoenergetic active video games and exercise are similar in obese adolescents. European Journal of Clinical Nutrition 2015; 69(11): 1267- 1271.
- 25. Clevenger KA, Howe CA. Energy cost and enjoyment of active videogames in children and teens: Xbox 360 kinect. Games for Health Journal 2015; 4(4):318- 324.
- 26. Devereaux J, Pack M, Piccott V, Whitten K, Basset F, Rohr LE. Comparison of rates of perceived exertion between active video games and traditional exercise. International SportMed Journal 2012; 13(3):133- 140.
- 27. Graves LEF, Ridgers ND, Williams K, et al. The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. Journal of Physical Activity and Health 2010; 7 (3): 393- 401.
- 28. Marks DW, Rispen L , Calara G. Greater physiological responses while playing XBox Kinect compared to Nintendo Wii. International Journal of Exercise Science 2015; 8(2):164 -173.
- 29. O’Donovan C, Hirsch E, Holohan E, et al. Energy expended playing Xbox Kinect™ and Wii™ games: a pr eliminary study comparing single and multiplayer modes. Physiotherapy 2012; 98(3): 224- 229.
- 30. O’Donovan C, Hussey J. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults. Physiotherapy 2012 ; 98(3): 205- 210.
- 31. Scheer KS, Siebrant SM, Brown GA, et al. Wii, Kinect, and Move. Heart rate, oxygen consumption, energy expenditure, and ventilation due to different physically active video game systems in college students. Internatio nal Journal of Exerc ise Science 2014; 7(1): 22- 32.
- 32. Lanningham -Foster L, Foster RC, McCrady SK, et al. Activity -promoting video games and increased energy expendi ture. The Journal of Pediatrics 2009; 154(6): 819- 823.
- 33. Noah JA, Spierer DK, Tachibana A, et al. Vigorous energy exp enditure with a dance exer -game. Journal of Exercise Physiology Online 2011; 14(4): 13- 28.
- 34. American College of Sports Medicine. ACSM's guidelines for exercise testing and prescription. Lippincott Williams & Wilkins, 2013.
Publication order reference