Energy Expenditure While Playing Active and Inactive Video Games
Methods: Predicted EE was measured among 51 undergraduate students while playing active and inactive VG (Ontario, Canada).
Results: Predicted EE was significantly higher playing the active VG compared to the inactive VG according to heart rate monitor (97.4 kcal vs 64.7 kcal) and SenseWear armband (192.4 kcal vs 42.3 kcal) estimates.
Conclusion: Active VG may be a viable intervention tool for increasing EE among students who would otherwise be spending time in sedentary screen-based behaviors.
Document Type: Research Article
Publication date: January 1, 2010
The American Journal of Health Behavior seeks to improve the quality of life through multidisciplinary health efforts in fostering a better understanding of the multidimensional nature of both individuals and social systems as they relate to health behaviors.
The Journal aims to provide a comprehensive understanding of the impact of personal attributes, personality characteristics, behavior patterns, social structure, and processes on health maintenance, health restoration, and health improvement; to disseminate knowledge of holistic, multidisciplinary approaches to designing and implementing effective health programs; and to showcase health behavior analysis skills that have been proven to affect health improvement and recovery.
- Editorial Board
- Information for Authors
- Submit a Paper
- Subscribe to this Title
- Review Board
- Reprints and Permissions
- Ingenta Connect is not responsible for the content or availability of external websites