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An Evaluation of the Energy Expenditure From Wii Fit Games

Is the Wii Fit / Wii Fit Plus Good Enough? A Comparison of the Energy Expenditure From Interactive Physical Activity Promoting Technology to Walking and Running

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01561716
Enrollment
30
Registered
2012-03-23
Start date
2009-09-30
Completion date
2010-04-30
Last updated
2015-10-01

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Healthy Young Adults

Keywords

video games, energy expenditure, physical activity, exercise physiology

Brief summary

The purpose of this study is to provide energy expenditure data on Wii Fit / Wii Fit Plus games as compared with resting and treadmill walking/running.

Detailed description

Increasing physical activity and, consequently, increasing energy expenditure and reducing obesity are among the highest public health priorities in the U.S. because physical inactivity negatively affects a wide variety of medical conditions (e.g., metabolic syndromes, cardiovascular disease). Research has shown that a major contributor to physical inactivity is the sedentary behavior induced by increased use of computer and video games. However, some of the newer generations of game consoles such as the Nintendo Wii market their product for its physical activity promoting features. Nintendo's recent release of Wii Fit / Wii Fit Plus uses a balance board and is the first game in which whole-body movements closely mirror that of the actual activity. As the use of these gaming systems may be more enjoyable modes of promoting physical activity than the traditional treadmill exercise, respondents may in turn exercise more regularly and for longer periods of time. To the best of the investigators' knowledge, no studies exist that demonstrate the energy expenditure of the Wii Fit / Wii Fit Plus among adults, or the Wii Fit / Wii Fit Plus compared to other forms of aerobic exercise such as walking and running. This study will provide preliminary data for future external grant applications comparing the energy expenditure of different physical activity conditions employing cutting-edge interactive physical activity promoting technology among adults. The potential contributions of the Wii Fit / Wii Fit Plus to promote healthy behaviors by being an alternative form of physical activity may be particularly informative for people who are unable to meet the national public health recommendations due to personal, health, safety or environmental concerns.

Interventions

DEVICEWii Fit

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Sponsors

University of Rochester
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
20 Years to 35 Years
Healthy volunteers
Yes

Inclusion criteria

* No chronic disease by self-report (e.g. cardiovascular, renal, hepatic, neurodegenerative, neoplastic, metabolic {diabetes}, hypertension). * Between the ages of 20-35. * Normal BMI (BMI between 18.5 and 24.9). * Not a current nicotine user. * Demonstrates capacity for giving informed consent. Willing to participate by providing informed consent and committing to complete the study.

Exclusion criteria

* NA

Design outcomes

Primary

MeasureTime frameDescription
Energy Expenditure30 min continuous monitoring at rest and during each physical activityEnergy expenditure is measured using continuous, computerized open-circuit indirect calorimetry (oxygen consumption and carbon dioxide production) and converted to metabolic equivalents (METs).

Countries

United States

Participant flow

Recruitment details

Thirty young healthy volunteers were enrolled in this randomized, crossover trial to examine the energy expenditure associated with Wii Fit and treadmill walking/running compared to sedentary resting between September 2009 and April 2010. Recruitment flyers were placed in the University of Rochester, Strong Memorial Hospital.

Pre-assignment details

Each participant was assigned to a crossover sequence based on a computer generated randomization schedule using SAS 9.2. A washout period of at least 24 hours separated each study session.

Participants by arm

ArmCount
Crossover Sequence 1
Resting/Wii Fit Free Run/Wii Fit 3 bouts/treadmill
5
Crossover Sequence 2
Resting/Wii Fit Free Run/treadmill/Wii Fit 3 bouts
5
Crossover Sequence 3
Resting/Wii Fit 3 bouts/Wii Fit Free Run/treadmill
5
Crossover Sequence 4
Resting/Wii Fit 3 bouts/treadmill/Wii Fit Free Run
5
Crossover Sequence 5
Resting/treadmill/Wii Fit Free Run/Wii Fit 3 bouts
5
Crossover Sequence 6
Resting/treadmill/Wii Fit 3 bouts/Wii Fit Free Run
5
Total30

Baseline characteristics

CharacteristicCrossover Sequence 2Crossover Sequence 3Crossover Sequence 4Crossover Sequence 1Crossover Sequence 5Crossover Sequence 6Total
Age, Categorical
<=18 years
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
5 Participants5 Participants5 Participants5 Participants5 Participants5 Participants30 Participants
Age, Continuous27.8 years
STANDARD_DEVIATION 4
26.4 years
STANDARD_DEVIATION 2.4
30.1 years
STANDARD_DEVIATION 2.4
28.6 years
STANDARD_DEVIATION 4.4
28.9 years
STANDARD_DEVIATION 2.8
27.7 years
STANDARD_DEVIATION 3.7
28.2 years
STANDARD_DEVIATION 3.3
Region of Enrollment
United States
5 participants5 participants5 participants5 participants5 participants5 participants30 participants
Sex: Female, Male
Female
3 Participants5 Participants2 Participants4 Participants2 Participants5 Participants21 Participants
Sex: Female, Male
Male
2 Participants0 Participants3 Participants1 Participants3 Participants0 Participants9 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
EG003
affected / at risk
EG004
affected / at risk
EG005
affected / at risk
deaths
Total, all-cause mortality
— / —— / —— / —— / —— / —— / —
other
Total, other adverse events
0 / 50 / 50 / 50 / 50 / 50 / 5
serious
Total, serious adverse events
0 / 50 / 50 / 50 / 50 / 50 / 5

Outcome results

Primary

Energy Expenditure

Energy expenditure is measured using continuous, computerized open-circuit indirect calorimetry (oxygen consumption and carbon dioxide production) and converted to metabolic equivalents (METs).

Time frame: 30 min continuous monitoring at rest and during each physical activity

ArmMeasureValue (MEAN)Dispersion
At RestEnergy Expenditure0.9 METsStandard Deviation 0.1
Wii Fit Free RunEnergy Expenditure5.0 METsStandard Deviation 1.4
Wii Fit Super Hula HoopEnergy Expenditure3.9 METsStandard Deviation 1.3
Wii Fit Advanced StepsEnergy Expenditure3.8 METsStandard Deviation 2
Wii Fit Rhythm BoxingEnergy Expenditure4.1 METsStandard Deviation 0.9
Treadmill Running/WalkingEnergy Expenditure8.0 METsStandard Deviation 2.2

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026