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Cardiopulmonary Response to Videogaming: Slaying Monsters Using Motion Sensor Versus Joystick Devices

Sherman, Jeffrey D. and Sherman, Michael S. and Heiman-Patterson, Terry (2014) Cardiopulmonary Response to Videogaming: Slaying Monsters Using Motion Sensor Versus Joystick Devices. Games for Health Journal, 3 (5). pp. 284-290. ISSN 2161-783X. doi:10.1089/g4h.2014.0049.

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Objective: Replacing physical activity with videogaming has been implicated in causing obesity. Studies have shown that using motion-sensing controllers with activity-promoting videogames expends energy comparable to aerobic exercise; however, effects of motion-sensing controllers have not been examined with traditional (non–exercise-promoting) videogames. Materials and Methods: We measured indirect calorimetry and heart rate in 14 subjects during rest and traditional videogaming using motion sensor and joystick controllers. Results: Energy expenditure was higher while subjects were playing with the motion sensor (1.30±0.32 kcal/kg/hour) than with the joystick (1.07±0.26 kcal/kg/hour; P<0.01) or resting (0.91±0.24 kcal/kg/hour; P<0.01). Oxygen consumption during videogaming averaged 15.7 percent of predicted maximum for the motion sensor and 11.8 percent of maximum for the joystick. Minute ventilation was higher playing with the motion sensor (10.7±3.5 L/minute) than with the joystick (8.6±1.8 L/minute; P<0.02) or resting (6.7±1.4 L/minute; P<0.001), predominantly because of higher respiratory rates (15.2±4.3 versus 20.3±2.8 versus 20.4±4.2 beats/minute for resting, the joystick, and the motion sensor, respectively; P<0.001); tidal volume did not change significantly. Peak heart rate during gaming was 16.4 percent higher than resting (78.0±12.0) for joystick (90.1±15.0; P=0.002) and 17.4 percent higher for the motion sensor (91.6±14.1; P=0.002); mean heart rate did not differ significantly. Conclusions: Playing with a motion sensor burned significantly more calories than with a joystick, but the energy expended was modest. With both consoles, the increased respiratory rate without increasing tidal volume and the increased peak heart rate without increasing mean heart rate are consistent with psychological stimulation from videogaming, rather than a result of exercise. We conclude that using a motion sensor with traditional videogames does not provide adequate energy expenditure to provide cardiovascular conditioning.

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Additional Information:© 2014 Mary Ann Liebert, Inc. Online Ahead of Print: August 4, 2014. The authors wish to thank the subjects of the study for their participation, the ALS Hope Foundation for the use of their metabolic cart, and Diana Winters for reviewing the manuscript and editorial assistance. Author Disclosure Statement: No competing financial interests exist for any of the authors. The authors have no affiliation with Nintendo, which did not provide any funding and did not have any role in the design or conduct for this study. M.S.S. had full access to all the data in the study and takes responsibility for the integrity of the data and the accuracy of the data analysis. All authors were responsible for study concept and design. J.D.S. and M.S.S. were responsible for acquisition of data. M.S.S. and T.H.-P. were responsible for analysis and interpretation of data. J.D.S. and M.S.S. were responsible for drafting of the manuscript. All authors were responsible for critical revision of the manuscript for important intellectual content. M.S.S. was responsible for statistical analysis. T.H.-P. was responsible for administrative, technical, or material support.
Issue or Number:5
Record Number:CaltechAUTHORS:20150728-152628517
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Official Citation:Sherman Jeffrey D., Sherman Michael S., and Heiman-Patterson Terry. Games for Health Journal. October 2014, 3(5): 284-290. doi:10.1089/g4h.2014.0049.
Usage Policy:No commercial reproduction, distribution, display or performance rights in this work are provided.
ID Code:59041
Deposited By: Tony Diaz
Deposited On:28 Jul 2015 23:16
Last Modified:10 Nov 2021 22:14

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