Abstract
Abstract
Objective:
New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs).
Materials
Results:
Most AVGs were moderate to vigorous intensity (4.6±0.1 METs; range, 2.8–6.6 METs), where steps/minute (lower-body movement) was positively related to PAEE (R2=0.68). All SVGs were classified as light intensity (1.7±0.0 METs). PAEE (kcal/minute) was significantly higher during AVGs and for teens, males, and overweight youth. There was no significant difference in enjoyment between AVGs and SVGs.
Conclusions:
AVGs elicited sufficient energy cost to be a suitable alternative for traditional play and may contribute to the recommended dose of physical activity, particularly in teens, males, and overweight youth.
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