TY - JOUR
T1 - Adolescent girls' energy expenditure during dance simulation active computer gaming
AU - Fawkner, Samantha G.
AU - Niven, Alisa
AU - Thin, Alasdair G.
AU - MacDonald, Mhairi J.
AU - Oakes, Jemma R.
N1 - Funding Information:
This project was funded by the Chief Scientist Office Scottish Government Health Directorates, project number CZG/2/382. Zigzag (Lancashire, UK) provided the dance game equipment for the research, and funds to cover the consumable costs of data collection. The authors would like to acknowledge the contribution in time made by the school and the pupils involved.
PY - 2010/1/31
Y1 - 2010/1/31
N2 - 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.
AB - 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.
KW - Adolescence
KW - Computer gaming
KW - Girls
KW - Physical activity
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U2 - 10.1080/02640410903369935
DO - 10.1080/02640410903369935
M3 - Article (journal)
C2 - 20013462
AN - SCOPUS:74949116732
SN - 0264-0414
VL - 28
SP - 61
EP - 65
JO - Journal of Sports Sciences
JF - Journal of Sports Sciences
IS - 1
ER -