Healthy Young Adults
Conditions
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
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
Study design
Eligibility
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
| Measure | Time frame | Description |
|---|---|---|
| Energy Expenditure | 30 min continuous monitoring at rest and during each physical activity | Energy 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
| Arm | Count |
|---|---|
| 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 |
| Total | 30 |
Baseline characteristics
| Characteristic | Crossover Sequence 2 | Crossover Sequence 3 | Crossover Sequence 4 | Crossover Sequence 1 | Crossover Sequence 5 | Crossover Sequence 6 | Total |
|---|---|---|---|---|---|---|---|
| Age, Categorical <=18 years | 0 Participants | 0 Participants | 0 Participants | 0 Participants | 0 Participants | 0 Participants | 0 Participants |
| Age, Categorical >=65 years | 0 Participants | 0 Participants | 0 Participants | 0 Participants | 0 Participants | 0 Participants | 0 Participants |
| Age, Categorical Between 18 and 65 years | 5 Participants | 5 Participants | 5 Participants | 5 Participants | 5 Participants | 5 Participants | 30 Participants |
| Age, Continuous | 27.8 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 participants | 5 participants | 5 participants | 5 participants | 5 participants | 5 participants | 30 participants |
| Sex: Female, Male Female | 3 Participants | 5 Participants | 2 Participants | 4 Participants | 2 Participants | 5 Participants | 21 Participants |
| Sex: Female, Male Male | 2 Participants | 0 Participants | 3 Participants | 1 Participants | 3 Participants | 0 Participants | 9 Participants |
Adverse events
| Event type | EG000 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 / 5 | 0 / 5 | 0 / 5 | 0 / 5 | 0 / 5 | 0 / 5 |
| serious Total, serious adverse events | 0 / 5 | 0 / 5 | 0 / 5 | 0 / 5 | 0 / 5 | 0 / 5 |
Outcome results
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
| Arm | Measure | Value (MEAN) | Dispersion |
|---|---|---|---|
| At Rest | Energy Expenditure | 0.9 METs | Standard Deviation 0.1 |
| Wii Fit Free Run | Energy Expenditure | 5.0 METs | Standard Deviation 1.4 |
| Wii Fit Super Hula Hoop | Energy Expenditure | 3.9 METs | Standard Deviation 1.3 |
| Wii Fit Advanced Steps | Energy Expenditure | 3.8 METs | Standard Deviation 2 |
| Wii Fit Rhythm Boxing | Energy Expenditure | 4.1 METs | Standard Deviation 0.9 |
| Treadmill Running/Walking | Energy Expenditure | 8.0 METs | Standard Deviation 2.2 |