The document summarizes a study that examined the cardiovascular demands of four activity conditions from the video game EyeToy: Kinetic in college-aged men and women. The study found that all four conditions elicited heart rates and ratings of perceived exertion that met American College of Sports Medicine guidelines for moderate to vigorous physical activity. While performance quality in the game was not correlated with heart rate or exertion, the study demonstrated that interactive video games like EyeToy: Kinetic can provide cardiovascular benefits and may promote physical activity in users.
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Cardiovascular Response to Video Game: EyeToy Kinetic
1. 2006 Research Results Biray Alsac, M.S ., Lyndsi Johnson, M.S., Pamela Swan, Ph.D, F.A.C.S.M. Arizona State University , Mesa, AZ CARDIOVASCULAR RESPONSE TO ACTIVITY-BASED VIDEO GAME IN COLLEGE-AGE MEN & WOMEN Kinetic
2. INTRODUCTION “ The opportunities for our industry are vast and exciting. We are growing and broadening our audience, opening new frontiers, developing online and wireless platforms, and creating truly original and unique forms of entertainment.” – Douglas Lowenstein, President, Entertainment Software Association
3. INTRODUCTION Overweight / obesity are risk factors associated with health problems (type II diabetes, cardiovascular disease, hypertension) Still 75% of Americans insufficiently meet these recommendations PA rates are declining Time is being spent on sedentary activities Regular PA may reduce these risks – 1996 SGR suggests an accumulation of 30-minutes of moderately-intense PA per day could substantially improve health and quality of life
4. INTRODUCTION 4 out of 10 are completely inactive during leisure time TV viewing Meta-analysis between media-use and body fatness and physical activity levels proved relationships not substantial Video Games Computer Use Research suggests that game playing might be indicative of a different lifestyle than TV viewing
5. INTRODUCTION Video Games Demo research on Adolescents / Children But 43% of video game players 18 – 49 yrs old Average gamer is 30 Health-related research musculoskeletal problems, video game epilepsy, and cardiovascular changes from stresses of game play Adult population Physical Activity
6. INTRODUCTION STUDY:Tan, Aziz, Chua, Teh (2002) 10 minutes of game play, mean heart rate for male and female teenagers combined (mean age 17.5 +/- 0.7) was 137 ± 22 bpm and VO2 was 24.6 ± 4.7 ml*kg-1*min-1. Rate of Perceived Exertion was 11 ± 2. Results: intensity of the game met the minimum ACSM guidelines for developing/maintaining cardiorespiratory fitness STUDY: Lillie et al (2005) Compared DDR® to walking on a treadmill Measured RPE, HR, RER, VO2, caloric expenditure, steps/min, time to expend 150 kcal, and overall enjoyment in college age subjects (mean age 24.0 +/- 2.6 years). Results: no significance RPE or RER or time to expend 150 calories (DDR® = 38.4 mins Treadmill = 35.9 mins) DDR® significantly higher level of enjoyment DDR® could meet ACSM guidelines for PA
25. CONTACT For a copy of the ABSTRACT go to: http://www.fittmaxxinstitute.com/content/view/23/28/ If you are interested in obtaining a full copy of the research, please contact: Biray Alsac, MS [email_address]