Review of General Psychology
2010, Vol. 14, No. 2, 113–121
Showing posts with label video-games. Show all posts
Showing posts with label video-games. Show all posts
Thursday, 2 February 2012
Sunday, 18 December 2011
The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching
Journal of Pediatric Endocrinology and Metabolism. Volume 24, Issue 9-10, Pages 689–695
Naim Mitre, Randal C. Foster, Lorraine Lanningham-Foster & James A. Levine
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Abstract
Background: In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children.
Methods: Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console.
Results: Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console.
Conclusion: Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.
Keywords children, energy expenditure, obesity, physical activity, television, video-games
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Naim Mitre, Randal C. Foster, Lorraine Lanningham-Foster & James A. Levine
+/- Click for more/less
Abstract
Background: In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children.
Methods: Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console.
Results: Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console.
Conclusion: Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.
Keywords children, energy expenditure, obesity, physical activity, television, video-games
Click here for more
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Abstract
Although a great deal of media attention has been given to the negative effects of playing video games,
relatively less attention has been paid to the positive effects of engaging in this activity. Video games in
health care provide ample examples of innovative ways to use existing commercial games for health
improvement or surgical training. Tailor-made games help patients be more adherent to treatment
regimens and train doctors how to manage patients in different clinical situations. In this review,
examples in the scientific literature of commercially available and tailor-made games used for education
and training with patients and medical students and doctors are summarized. There is a history of using
video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus
on making tailor-made games for different disease groups, which have been evaluated in scientific trials
more recently. Commercial video games have been of interest regarding their impact on surgical skill.
More recently, some basic computer games have been developed and evaluated that train doctors in
clinical skills. The studies presented in this article represent a body of work outlining positive effects of
playing video games in the area of health care.