Purpose: This review aims to provide an overview of studies that tested the effect of active video gaming (exergaming) on multiple health biomarkers in different age groups for both genders. A secondary objective is to discuss the possibility of introducing active video games as a new physical activity option in different age groups in countries with hot climates.
Method: A systematic review was carried out on studies that tested the physiological responses (mainly energy expenditure) to active video gaming in different age categories for both genders; also, studies that looked at whether this type of activities (exergaming) can induce health benefits and meet the minimal amount of physical activity recommended by the ACSM for both youth, adults and elderly population.
Results: AVGs were found to reduce body weight (BW), increase trunk and spine bone mineral density, and significantly decrease abdominal subcutaneous adiposity, percentage of leg fat and total adiposity. In addition, they were able to elicit light to moderate intensities and to meet the American college of sport medicine’s (ACSM) recommendations for maintaining and improving cardiorespiratory fitness (CRF) for both genders in all ages.
Conclusion: AVGs should be considered as a physical activity (PA) option because of its ability to create a safe, pleasant environment for performing light to moderate intensity of exercise. It can also break the perceived barriers to PA, whether it is related to the bad weather, lack of facilities or the shortage of time.
Keywords: sedentary screen time, active video games, energy expenditure
Physical inactivity has increased progressively in the past few decades, largely due to the increased screen time behaviors in many countries [7]. Screen time refers to time spent browsing the Internet, watching TV or playing traditional video games [8]. Many studies have shown consistent positive relationship between both low PA levels, chronic diseases (diabetes, obesity, hypertension, musculoskeletal fragility, depression) and inactive “screen time” behaviors [9-13]. Statistics show that levels of physical inactivity in the gulf region is among the highest in the world [14]. We shall recall that this part of the world is known by its very hot and humid climate which makes it difficult to exercise outside for a significant period of the year. For example, the vast number of people in Qatar suffering from multiple non-communicable diseases (NCD) is driven partially by the high levels of physical inactivity, which is among the main five contributors to health problems in the world. The most spread diseases in the Gulf region are diabetes (17%) and obesity (59.9% of adolescents; both males and females aged between 14 and 20 years old are obese). In 2003, a study done by Peeters found that diabetes and obesity can reduce someone’s life by approximately eight years [15].
Sedentary screen time behaviors have increased dramatically in the Gulf countries due to the dramatic increase in the utilization of the internet, watching TV, playing traditional video games. This means less time is available for individuals to participate in PA because of the prolonged periods of time spent sitting inactively. Rahim, et al. found that the prevalence rate of physical inactivity in Qatar was 46 % [14]. These findings support the importance of minimizing inactive screen time. Although physical activity is a major determinant of a good health, important number of Qataris do not exercise.
Mistakenly, there is a common perception that video games are played only by young people. However, a six nation’ survey performed by Northwestern university in 2014 found that 17% of individuals aged from 25 to 44 years old or more spend four hours weekly playing video games while individuals who are aged between 18 and 25 or older represent 30 % of the population and they spend up to 5 hours a week gaming [16]. The survey took place in the Middle East and the North African (MINA) countries.
The use of active video games to overcome physical inactivity and promote healthy lifestyle is becoming an emerging trend in the physical fitness domain. Active video games, exergames or interactive fitness games are terms used to describe video games that increase the user’s energy expenditure by requiring him to apply full body motion to play the game. Various types of AVGs exist such as; interactive aerobic video games, censored pads and motion sensor video cameras[17].
This review aims to provide an overview of studies that tested the effect of active video gaming (exergaming) on multiple health biomarkers in different age groups for both genders. A secondary objective is to discuss the usefulness of such video games as a physical activity option in countries with difficult climate conditions. Exercising under extreme weather conditions could be impossible and even dangerous in several countries; hence, the point is see if exergaming could be a safer option to exercise indoors.
• Different health biomarkers [heart rate, oxygen uptake (VO2), metabolic responses, energy expenditure, rating of perceived exertion, step count, body composition] and energy expenditure during exergaming.
• Young, adult and old subjects
• Healthy and/or unhealthy subjects
• Most popular exergaming systems, such as the Konami Dance Dance revolution, Bike games, Wii, Xavix, Sony Eye toy.
• Health biomarkers assessed using valid and reliable physical tests.
Reference |
Objective |
Sample and design |
Dose |
Results |
Haddock, et al. 2009 |
To compare the energy expenditure between both riding a traditional stationary bike and the interactive cycling video game. |
N=20 aged 7 to 14 years old children (overweight)- Comparison study- |
20 minutes on stationary bike |
Interactive cycling video game elicited significantly greater energy expenditure compared to traditional cycling. |
Monedero J, et al. 2015 |
To compare the physiological, perceptual and enjoyment Responses between a single bout of interactive cycling video game and traditional cycling at the same intensity |
N= 34, young, men, women- Randomized control study- lab based |
30 minutes trial of Game Bike and another 30 minutes trial of traditional cycling at a peak power output of 55%. |
Game bike elicited significantly VO2 reserve and more enjoyment compared to traditional cycling. |
Another study in 2015, conducted by Monedero, et al. compared physiological, perceptual and enjoyment responses between a single bout of interactive cycling video game (Game Bike) and traditional cycling at the same intensity. 34 healthy participants performed a 30 minutes trial of Game Bike and another 30 minutes trial of traditional cycling at a peak power output of 55%. Game bike elicited significantly higher energy expenditure (505.8 ± 75.2 vs 487 ± 81.2 j.Kg.min-1), and higher percentage of VO2 reserve (68.2% ± 9.2% vs 64.7 % ± 8.1%) compared to traditional cycling. Taking into consideration the individual’s ventilatory threshold; the subjects’ work intensity was greater during Game Bike trial (11.86 + 3.08 W) compared to traditional cycling (7.55 + 3.16 W) [19].
One of these studies tested the effect of 20 weeks of active video gaming using Nintendo Wii on reducing body weight in African-American adolescents. 45 overweight and obese adolescents were randomly assigned to three different groups; competitive (subjects compete against each other) and cooperative (subjects play together to get higher scores) active video game groups and a control group. The exergaming groups especially the cooperative group reduced their weight significantly (1.65 + 4.52 kg) compared to the control group [20].
In a comparison study, Mellecker, et al. compared active and inactive video games in terms of energy expenditure and cardiovascular responses in children. Heart rate values at rest, during inactive video gaming, and during exergaming (Xavix J-Mat and Xavix bowling) were measured in addition to energy expenditure at rest. Results showed that energy expenditure and heart rate during Xavix bowling (102 ± 20 beats/min) and Xavix J-Mat (160 ± 20 beats/min) were significantly higher compared to baseline and inactive computer games [21].
Testing adults this time, Miyachi, et al. conducted a study to determine the effect of Wii Fit Plus and Nintendo Wii Sports on energy expenditure. 12 adults from both genders performed 68 activities that were divided into Wii Fit Plus exercises that involve 63 activities (categorized as aerobics, balance, yoga and resistance) and Wii sport exercises (baseball, golf, bowling, boxing, tennis). 44 of the activities elicited light intensity of exercise, while 22 activities out of 68 (33% of activities) elicited a moderate intensity (3.0 to 6.0 METs) that met the American heart association and American college of sport medicine guidelines [22]. Similar results were found by Guderian, et al. who looked at the effect of Wii Fit video games on the metabolic and cardiovascular responses. Twenty middle aged and older adults (males and females) performed aerobic and balance exercises using Wii Fit video games during a 20-minute testing session. Results showed that Wii fit video games met the ACSM guidelines for sustaining and developing cardiorespiratory fitness in middle aged and elderly people. It was suggested that Wii Fit video games can successfully replace some traditional aerobic activities [23]. Consistent findings were found in a study done by Graves, et al. where they compared the enjoyment and physiological cost of Wii Fit game play with aerobic exercise in adolescents, young adults and older adults. The results showed that exergaming on
Reference |
Objective |
Sample and design |
Dose |
Results |
Staiano, et al. 2013 |
To test the effect of 20 weeks of active video gaming using Nintendo Wii on reducing body weight |
N=45 overweight and obese African American adolescents – obese and overweight- randomly assigned to 3 different (control, AVG, cooperative AVG) -Randomized control study groups – school based |
30 to 60 minutes per school day for 20 weeks |
The exergaming groups; especially the cooperative group reduced their weight significantly. |
Mellecker, et al. 2008 |
To compare active and inactive videos games in terms of energy expenditure and cardiovascular responses in children |
N= 18 children (11m, 7 f) – ages 6 to 12 years old- Caucasian- Lab based – short term, comparison study |
25-minute protocol - 5 min rest - 5 min seated computer bowling- 5 min Xavix bowling- 5 min rest- 5 min Xavix J-Mat |
Energy expenditure and heart rate during Xavix bowling and Xavix J-Mat were significantly higher compared to baseline and inactive computer games. |
Miyachi, et al. 2010 |
To determine the effect of Wii Fit Plus and Nintendo Wii Sports on energy expenditure. |
N= 12 Japanese adults – ages 25 -44 years old – (7 m ,5 f). Lab based – short term effect study |
8 minutes of each of the 68 activities. |
22 activities out of 68 (33% of activities) elicited a moderate intensity. The other 44 activities elicited low intensity. |
Guderian, et al. 2010 |
To test the effect of Wii Fit video games on the metabolic and cardiovascular responses. |
N=20 middle aged men and women Lab based- short term effect study |
20 minutes of Wii Fiit |
Wii fit video games met the ACSM guidelines for sustaining and developing cardiorespiratory fitness in middle aged and elderly people |
Graves, et al. in 2010 |
To compare the enjoyment and physiological cost of Wii Fit game play with aerobic exercise in adolescents, young adults and older adults. |
N= 42 - both genders -adolescents, young, adults and older adults- lab based Short term effect study |
10 minutes of Wii Fiit |
exergaming on Wii Fit elicited moderate intensity activity in all 3 populations when compared to traditional games. |
Graves, et al. in 2007 |
To compare the effect of sedentary video games and active video games on energy expenditure on adolescents of both genders |
N= 13 Caucasian children - (7 M- 6 F) ages 11 to 17 years old-lab based Short term effect study |
15 minutes of Wii Fiit |
Energy expenditure was significantly higher during Wii sports game play in boxing bowling and when compared to sedentary video game. |
Leatherdale, et al. 2010 |
To compare the energy expenditure between active and inactive video gaming |
N= 51 undergraduate students - lab based Short term effect study |
30 minutes of Wii tennis |
Active video gaming results in a significantly greater energy expenditure when compared to sedentary video gaming. |
Mitre, et al. 2011 |
To measure energy expenditure during active video gaming and compare it with television watching and inactivate video games. |
N=19, 11 m and 8 f children, ages 8-12 years old - 11 lean - 8 overweight or obese- lab based Short term effect study |
10 minutes of Wii Fiit |
Energy expenditure during exergaming is 50% higher than other sedentary screen time activities. |
Mullins, et al. 2012 |
To test metabolic and cardiovascular responses of young and older adults during active video game play. |
N=20, 10 m and 10 f , ages 19 - 64 years old - lab based Short term effect study |
4 bouts of 15 minutes using Wii Fiit |
Heart rate, oxygen consumption, and energy expenditure were significantly greater than resting levels for all participants. |
White, et al. 2010 |
To measure energy expenditure during active video gaming |
N= 26 children – lab based – short term effect |
8 minutes for Wii Fiit game |
Energy expenditure using AVG increased above resting level. |
Worley, et al. 2011 |
To determine VO2max % and energy expenditure during exergaming |
N=8 girls – lab based – short term effect. |
10 minutes for each level of WII Fiit |
Aerobic resulted in the highest energy expenditure among all activities and had a similar energy cost of walking at a speed of 5.63 km.h. |
Lanningham-Foster, et al. 2009 |
To determine energy expenditure during rest, standing, sitting watching TV, inactive video games play while seated and exergaming. |
N=22 adolescents- ages 10-14 years old and 20 adults -ages 23-45 years old from both genders. Lab based – short term effect. |
10 minutes of Wii boxing |
Exergaming resulted in a significant increase in energy expenditure above resting levels in both kids and adults. |
Reference |
Objective |
Sample and design |
Dose |
Results |
Sell, et al. 2008 |
To compare energy expenditure between experienced and amateur players during active video gaming |
N=19 Caucasian male students – ages 17-24 years old -12 experienced in DDR- 7 inexperienced – lab base- acute intervention study. |
30 minutes of DDR game play |
Experienced players can expand significantly more energy compared to inexperienced players by working at higher game intensities. |
Unnithan, et al. 2006 |
To determine whether the intensities elicited by the simulation video game will meet the ACSM guidelines for improving and preserving aerobic fitness. |
N=20, Caucasian children and adolescents, n=12 lean, n= 10 overweight, (16 M and 6 F). – lab base- acute intervention study |
12 minutes of DDR game play. |
Heart rate intensities elicited during the DDR session was above the minimal intensity recommended by the ACSM to improve aerobic fitness for both overweight and the lean group. |
Tan, et al. 2002 |
To determine whether energy expenditure and intensity levels reached during dance simulation games can meet the ACSM guidelines for developing aerobic fitness. |
N= 40 Caucasians – n=21 F and n=19 M - ages 17.5 – lab base- acute intervention study |
6 bouts of 10 minutes of DDR |
The intensity levels reached during dance simulation test met the minimum amount of intensity recommended by the ACSM. |
Fawkner, et al. 2010 |
To determine the intensity and the energy expended during the activity. |
N= 20 Caucasian girls - age 17 |
10 minutes at 3 different levels |
Dance simulation games can be used by adolescent girls to meet moderate intensity recommendations of daily exercise. |
Staiano, et al. 2017 |
To test the effect of active video gaming on cardiovascular risk (blood pressure, glucose, insulin, cholesterol, and triglycerides) and body composition |
N= 41 obese and overweight teenage girls - ages 14- 18 years old. Long term intervention study |
36 hours over a period of 3 months. |
More than 2600 steps were recorded each session. The abdominal subcutaneous adiposity, percentage of leg fat and total adiposity significantly decreased in the exergaming group. Bone mineral density of the spine and trunk increased in the exergaming group. |
Reference |
Objective |
Sample and design |
Dose |
Results |
Ni, et al. 2007 |
To investigate levels of physical activity in children during active video using the Eye Toy. |
N= 20 Caucasian children -ages 12 years old – (12 M , 8 F) – n=10 intervention – n= 10 control – home based – randomized control study. |
12 week of Sony eye toy game play |
energy expenditure expended during Sony Eye Toy exergaming group was higher at 6th week (194 counts/min) and at the 12th week (48 counts/min). |
Trost, et al. 2014 |
To examine the influence of exergaming on levels of physical activity and weight reduction |
N= 75 overweight and obese children- n= 41 F -n= 34 M - long term intervention study. |
16 weeks |
BMI z scores and overweight % significantly decreased in both groups. Nevertheless, higher reductions were observed in the exergaming and program group in the BMI z scores and overweight % |
All evidence from the 21 reviewed studies showed that exergaming can elicit intensities that meet light and moderate ACSM recommendations as well as minimizing time spent inactively. All studies that evaluated the physiological responses such as heart rate, metabolic equivalents, cardiorespiratory fitness, VO2 during exergaming showed that intensities reached during active video gaming didn’t only meet ACSM recommendations for preserving and improving aerobic fitness, but also it induced several important health outcomes such as significantly reducing body weight, increasing trunk and spine bone mineral density, significantly decreasing abdominal subcutaneous adiposity, and decreasing percentage of leg fat and total adiposity in overweight and obese subjects. Although most of these studies investigated the acute effects of exergaming, they showed that these active gaming is capable of significantly increasing energy expenditure above resting levels and elicit light to moderate-vigorous exercise intensities in a short period of time. Therefore, taking into consideration what Weaver et al. found, playing in the traditional environment (home) can result in even higher energy expenditure when compared to lab based testing [39].
We shall remind that exergame that induced the highest energy cost was the Dance Dance revolution by Konami where there was an increase of 300% in energy expenditure above baseline [35]. Followed by a 230% increase in energy expenditure induced by Nintendo Wii play and a 108% increase induced by the Sony Eye Toy [25, 40].
Some studies in the United States that examined the effectiveness of active video games in schools’ settings found that exergaming can be a great tool that can be used to meet the guidelines of daily physical activity during physical education classes. A long-term intervention study aimed to determine whether 40 minutes of dance exergame per week can meet the intensity of moderate to vigorous physical activity. Fifty-eight middle school youth aged 13.7 ± 0.6 years old were divided into a control group and an intervention group (Generation Fit) in a study that lasted 20 weeks. The intervention group was assigned to play an active video game from the start of session one that is composed of 10 weeks whereas the control group joined in the second session (week 10 to week 20). From the first to the second session, average exergaming time increased from 49 to 54 minutes per week. Data collected from accelerometers showed that half of the time spent in exergaming was spent at a moderate to vigorous intensity levels. In addition, reductions in BMI percentages were higher in the exergaming group compared to the control group (5.6 % vs 0.2 respectively) [43]. Supporting these findings, another study examined how can active video gaming affect levels of physical activity in four sedentary children during physical education class. Four 5th graders aged nine years old were chosen based on their low physical activity during classes and their low fitness scores. Results showed that the amount of time spent being physically active was higher during active video gaming compared to traditional physical education class. Moreover, it was socially accepted to use active video gaming for both the teacher and the students. These two studies suggest that active video gaming is a promising method to overcome high levels of physical inactivity among sedentary and obese children [44].
Several schools in the United States have indeed started putting this method into action. For example, Dance revolution have been implemented in physical education programs in 20 public schools in west Virginia since 2006, and it showed promising results; where some of the students showed weight lost between 2.5 to 5 kg. This number increased to 765 schools nowadays [45]. Fourteen different regions in California have been using the Dance revolution classroom edition game in their schools thanks to a partnership between the creator of the game Konami and California endowment.
Furthermore, different exergames yield different rates of energy expenditure. Even within the same exergame device system, energy cost can differ between a game and another [41-47]. Another limitation is the significant lower energy expended during exergames when compared to real sports. However, one study showed that interactive cycling video game elicited significantly greater energy expenditure (4.4 ± 1.02 Kcal.min-1) compared to traditional cycling (3.7 ± 1.1 Kcal.min-1) (p < 0.05) [18].
From another front, one of the biggest problems that can face the strategy of implementing exergames in schools is the challenge of maintaining the interest and a long-term adherence of the users. It was reported in some studies that because of the lack of progression and the repetitive nature of some active video games; children tend to lose their interest and motivation to participate in active video games [47].
Finally, some of the exergames that rely on motion capturing and displaying the user’s oneself on the screen was found to be positively related to reducing self-efficacy and enjoyment of exercise in those who have a negative body image about themselves [44]. Motivational strategies within the exergame itself that aims to maintain the interest and the attraction of children towards physical activity should be developed and improved to ensure a long-term adherence. The five-dimension model that measures the situational interest can be used in the future to create games that can maintain the interest of the children through fulfilling and satisfying the five situational interest sources. If the exergame is capable of providing immediate enjoyment, develop innovation and interest, exploration, attracts attention and it’s challenging, children and adults will be more interested [48].
In closing, sedentary lifestyle remains a serious health problem that affects different age categories of people. Different approaches should be used to promote long term participation in physical activity, this can be done by implementing either designed interventions to fix the problem directly on the field or by providing educational programs to educate people about the guidelines and the benefits of exercise.
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