Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender
(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Metho...
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doaj-c65dfd0483964a79aebbc02a98577e872020-11-25T03:25:27ZengMDPI AGInternational Journal of Environmental Research and Public Health1661-78271660-46012020-09-01176714671410.3390/ijerph17186714Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by GenderCristina Comeras-Chueca0Lorena Villalba-Heredia1Marcos Pérez-Llera2Gabriel Lozano-Berges3Jorge Marín-Puyalto4Germán Vicente-Rodríguez5Ángel Matute-Llorente6José A. Casajús7Alejandro González-Agüero8Faculty of Health and Sport Science (FCSD), Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainGENUD (Growth, Exercise, Nutrition and Development) Research Group, Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainGENUD (Growth, Exercise, Nutrition and Development) Research Group, Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainFaculty of Health and Sport Science (FCSD), Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainGENUD (Growth, Exercise, Nutrition and Development) Research Group, Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainFaculty of Health and Sport Science (FCSD), Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainFaculty of Health and Sport Science (FCSD), Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainGENUD (Growth, Exercise, Nutrition and Development) Research Group, Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, SpainFaculty of Health and Sport Science (FCSD), Department of Physiatry and Nursing, Universidad de Zaragoza, 50009 Zaragoza, Spain(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO<sub>2max</sub>, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity.https://www.mdpi.com/1660-4601/17/18/6714active video gamesenergy expendituregender differenceschildrenobesity |
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DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Cristina Comeras-Chueca Lorena Villalba-Heredia Marcos Pérez-Llera Gabriel Lozano-Berges Jorge Marín-Puyalto Germán Vicente-Rodríguez Ángel Matute-Llorente José A. Casajús Alejandro González-Agüero |
spellingShingle |
Cristina Comeras-Chueca Lorena Villalba-Heredia Marcos Pérez-Llera Gabriel Lozano-Berges Jorge Marín-Puyalto Germán Vicente-Rodríguez Ángel Matute-Llorente José A. Casajús Alejandro González-Agüero Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender International Journal of Environmental Research and Public Health active video games energy expenditure gender differences children obesity |
author_facet |
Cristina Comeras-Chueca Lorena Villalba-Heredia Marcos Pérez-Llera Gabriel Lozano-Berges Jorge Marín-Puyalto Germán Vicente-Rodríguez Ángel Matute-Llorente José A. Casajús Alejandro González-Agüero |
author_sort |
Cristina Comeras-Chueca |
title |
Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender |
title_short |
Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender |
title_full |
Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender |
title_fullStr |
Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender |
title_full_unstemmed |
Assessment of Active Video Games’ Energy Expenditure in Children with Overweight and Obesity and Differences by Gender |
title_sort |
assessment of active video games’ energy expenditure in children with overweight and obesity and differences by gender |
publisher |
MDPI AG |
series |
International Journal of Environmental Research and Public Health |
issn |
1661-7827 1660-4601 |
publishDate |
2020-09-01 |
description |
(1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed by Ring Fit Adventures, Dance Mats, Xbox Kinect, and the Nintendo Wii, with significant differences between BKOOL and the Nintendo Wii. Significant differences between boys and girls were found, but were partially due to the difference in weight, VO<sub>2max</sub>, and fat-free mass. (4) Conclusions: The energy expenditure with AVG combined with multi-component exercise was 5.68 kcal/min in boys and 4.66 kcal/min in girls with overweight and obesity. AVG could be an effective strategy to increase energy expenditure in children and adolescents with overweight and obesity. |
topic |
active video games energy expenditure gender differences children obesity |
url |
https://www.mdpi.com/1660-4601/17/18/6714 |
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