Adolescent girls' energy expenditure during dance simulation active computer gaming

Samantha G. Fawkner, Alisa Niven, Alasdair G. Thin, Mhairi J. MacDonald, Jemma R. Oakes

Research output: Contribution to journalArticle (journal)peer-review

22 Citations (Scopus)


Abstract The objective of this study was to determine the energy expended and intensity of physical activity achieved by adolescent girls while playing on a dance simulation game. Twenty adolescent girls were recruited from a local secondary school. Resting oxygen uptake V̇O2 and heart rate were analysed while sitting quietly and subsequently during ~30 min of game play, with 10 min at each of three increasing levels of difficulty. Energy expenditure was predicted from V̇O2 at rest and during game play at three levels of play, from which the metabolic equivalents (METS) of game playing were derived. Mean ± standard deviation energy expenditure for levels 1, 2, and 3 was 3.63 ± 0.58, 3.65 ± 0.54, and 4.14 ± 0.71 kcal min-1 respectively, while mean activity for each level of play was at least of moderate intensity (> 3 METS). Dance simulation active computer games provide an opportunity for most adolescent girls to exercise at moderate intensity. Therefore, regular playing might contribute to daily physical activity recommendations for good health in this at-risk population.

Original languageEnglish
Pages (from-to)61-65
Number of pages5
JournalJournal of Sports Sciences
Issue number1
Early online date10 Dec 2009
Publication statusPublished - 31 Jan 2010


  • Adolescence
  • Computer gaming
  • Girls
  • Physical activity


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