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RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
133 Official Journal of FIMS (International Federation of Sports Medicine)
ISMJ
International SportMed Journal
Original research article
Comparison of rates of perceived exertion between active video
games and traditional exercise
Ms Julie Devereaux, BSc, Ms Meghan Pack, BSc, Ms Vanessa Piccott, BSc, Ms
Kelley Whitten, BSc, Associate Professor Fabien Basset, PhD, *Associate
Professor Linda E Rohr, PhD
School of Human Kinetics and Recreation, Memorial University, Canada
*Corresponding author. Address at the end of text.
Abstract
Background: Research regarding the Nintendo WiiTM has focused on rehabilitation and balance benefits
as well as energy expenditure for games such as boxing and tennis. There is a gap, however, in the
literature regarding perceived exertion of the WiiTM compared to other modes of exercise. Research
question: The purpose of this laboratory-based study was to compare perceived exertion on the
Nintendo WiiTM and two traditional modes of exercise: the treadmill and cycle ergometer. It was expected
that the WiiTM would show lower ratings of perceived exertion (RPE) values. Type of study: A repeated
measures design was used. Methods: Five healthy males (average age = 21.4 years) and seven females
(average age = 22.1 years) completed three 20 minute exercise sessions in random order, one each
using the cycle ergometer, the treadmill and the Nintendo Wii Fit PlusTM. Exercise intensity was fixed at
65% (± 5 bpm) of each participant’s age predicted maximum heart rate. Ratings of perceived exertion and
HR were measured every minute. Additionally overall RPE was collected at the end of each trial. Results:
Repeated measures analysis of variance confirmed that although exercise intensity was consistent
across the three exercise methods, overall RPE was lowest for the Nintendo WiiTM (9.50) followed by the
treadmill (9.92) and finally the cycle ergometer (11.08), F(1,11) = 10.17, p<0.01. Conclusions: When
compared to certain traditional exercise modalities the Nintendo Wii Fit PlusTM was perceived to require
less effort. Therefore, using the Nintendo Wii Fit PlusTM is likely to result in higher exercise adherence
rates. Keywords: rate of perceived exertion, heart rate, treadmill, cycle ergometer, WiiTM
Ms Julie Devereaux, BSc
Ms Devereaux completed her BSc Kin degree at Memorial University, Canada.
Email: j.devereaux@mun.ca
Ms Meghan Pack, BSc
Ms Pack completed her BSc Kin degree at Memorial University, Canada.
Email: mpack@mun.ca
Ms Vanessa Piccott, BSc
Ms Piccott completed her BSc Kin degree at Memorial University, Canada.
Email: vpiccott@mun.ca
RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
134 Official Journal of FIMS (International Federation of Sports Medicine)
Ms Kelley Whitten, BSc
Ms Whitten completed her BSc Kin degree at Memorial University, Canada.
Email: kwhitten@mun.ca
Associate Professor Fabien Basset, PhD
Dr Basset is an Associate Professor at the School of Human Kinetics and Recreation, Memorial
University, Canada. His research focuses on acute and chronic cardiorespiratory responses to exercise in
different populations.
Email: fbassett@mun.ca
*Associate Professor Linda E Rohr, PhD
Dr Rohr has been a faculty member in the School of Human Kinetics and Recreation at Memorial
University since 2004. Dr. Rohr’s research projects explore health and physical activity within the
community, across the lifespan. The focus is primarily on the psycho-social benefits of physical activity
and the positive impact on health for children, youth and older adults.
Introduction
Abundant information exists purporting the
health benefits of exercise. Regardless, barriers
to exercise adherence, including inconvenient
times, poor facilities and equipment, lack of
interest, and costs result in approximately 50%
of participants dropping out of programs within
six months of initiating a program1. To overcome
these obstacles and increase exercise
adherence alternative exercise forms, including
home-based activities are important. A study of
home-based versus gym-based exercise
programs found that exercise adherence rates
were greater in home-based groups2 as they
provide an alternative solution to the traditional
means of incorporating exercise into daily living.
An individual’s psychological interpretation of
exertion for any given activity has, to a certain
extent, an impact on exercise adherence3. The
rate of perceived exertion (RPE) pertains to a
set of psychometric tools to estimate the
subjective intensity of physical effort perceived
by an individual during exercise4. During
exercise RPE highly correlates with
physiological measurements including heart
rate5. The heart rate, in return, highly correlates
with metabolic rate, independent of exercise
mode6. It seems, then, rational to use RPE as an
estimate of exercise intensity7. A large body of
experimental evidence designates RPE as the
most valid method to measure the overall body
feelings of exertion during exercise induced
increases in oxygen uptake, pulmonary
ventilation, and respiratory rate8,9. As
summarized by Faulkner & Eston3 individual
psychological interpretation of physical exertion
plays an important role in the modulation of
exercise intensity and, possibly, in the
compliance to exercise participation3. Individuals
who perceive their physical exertion as being
lower are more likely to continue to participate in
physical activities10.
Recent studies have highlighted the benefits of
interactive video gaming systems both for their
positive impact on energy expenditure11, and
health12. Consequently, systems like Dance
Dance Revolution, EyeToy and Nintendo WiiTM
and other home-based interactive exercise
systems, are emerging as solutions for
increasing physical activity in the 21st century
sedentary lifestyle. Specifically, the Wii Fit
PlusTM is a gaming console that is marketed as a
fitness regime and could have particular value
for extremely sedentary individuals or those who
may shun traditional forms of exercise11. The
WiiTM game claims to be a “[c]ombination of
fitness and fun, designed for everyone young
and old,” and that by playing it every day
individuals can work towards a healthier, more
active lifestyle13. This system is a convenient
and interactive form of entertainment that allows
families to participate in physical activity from
the comfort of their homes in a manner that is
fun and safe12. These interactive systems can
address some of the barriers to exercise
adherence because they are in the user’s
immediate environment (increasing convenience
and providing an exercise cue). Additionally, as
Warburton et al14 indicated visual and auditory
feedback, including music, light and animation,
that are available with the interactive games
stimulates participants to increase their effort
RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
135 Official Journal of FIMS (International Federation of Sports Medicine)
and distracts participants from their fatigue14.
Enhanced enjoyment will ultimately impact
exercise adherence.
Research regarding the Nintendo WiiTM has
focused on rehabilitation15 and balance
benefits16 as well as energy expenditure for
games such as boxing and tennis17. There is a
gap, however, in the literature regarding
perceived exertion of the WiiTM compared to
other modes of exercise. Additionally, if the
WiiTM is to be used as an exercise alternative to
traditional exercise, it is important to ensure that
the metabolic costs are similar between exercise
activities.
Metabolic cost is the energy expenditure
required to perform a given task18. Recent
research suggests the metabolic cost achieved
by playing the WiiTM sport activities is much
lower than those obtained by playing the actual
sport (tennis and bowling for example) itself17.
However, many activity-promoting video games
increase energy expenditure equivalent to
moderate-intensity walking7,19,20. Interactive
video game cycling results in higher metabolic
requirement (despite similar RPE) at sub-
maximal workloads compared to traditional
cycling14.
The purpose of the current study was to address
some of the gaps in the literature and to
compare perceived exertion on the Nintendo
WiiTM and traditional modes of exercise; the
treadmill and cycle ergometer. Across
modalities, exercise intensity was controlled.
The authors hypothesized that participants
would report lower RPE values while using the
WiiTM as the gaming experience would distract
participants from focusing on the exertion of the
activity.
Methods
Participants
Twelve university-aged male (N = 5; average
age = 21.4 years SD = 1.14; weight mean =
80.92 kg, SD = 10.20) and female (N = 7;
average age = 22.1 years SD = 1.35; weight
mean = 65.69 kg, SD = 9.84) student volunteers
with minimal to no running experience (running
less than twice weekly in the past year)
completed the research paradigm. All
participants were screened using the Par-Q
questionnaire, with one participant being
removed from further data collection based on
their Par-Q response. Ethical clearance was
received from the Interdisciplinary Committee on
Ethics in Human Research at Memorial
University, ICEHR No. 2009/10-010-HK. The
procedures followed were in accordance with
the ethical standards of the Helsinki Declaration
of 1975, as revised in 2008.
Procedure
In attempt to control extraneous variable
participants were asked to refrain from drinking
coffee or alcohol or completing an intense
workout in the 24 hours prior to each data
collection session. Participants were also asked
to refrain from eating for three hours prior to the
experiment to eliminate any feelings of lethargy
or other physiological effects.
During their initial visit participants completed a
consent form and the Par-Q questionnaire. For
each of the three data collection sessions
participants sat down for 10 minutes to provide
resting heart rate baseline values using a
POLAR heart rate monitor. The participants
were then required to complete a series of four
lower body and two upper body stretches – the
gluteal muscles plus anterior, medial and
posterior thigh muscles, and anterior
thoracoappendicular muscles and posterior
thoracoappendicular and scapulohumeral
muscles for lower and upper body, respectively
– prior to beginning the activity. These stretches
were meant to prepare the participants for
exercise. Following the stretches an explanation
of the RPE scale was given illustrating what the
number scale represented. For example, the
number six on the RPE scale represented no
exertion, and was described as sitting still. In
contrast, the number twenty was explained to be
maximal exertion which was exemplified as
working at your maximal intensity (i.e. you
cannot physically continue)21,22.
To negate any potential learning effect,
participants randomly underwent three
experimental conditions (cycle ergometer,
treadmill or WiiTM) for twenty minutes at 65% (±
5bpm) of their maximum heart rate. First,
subjects’ maximum heart rate (MHR) was
calculated using the American College of Sports
Medicine equations as follows: Males: 208-(0.7 x
age) and Females: 214-(0.8 x age). Second, the
latter product was then multiplied by 0.65 to
obtain intensity equivalent to 65% MHR. This
RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
136 Official Journal of FIMS (International Federation of Sports Medicine)
target HR was used to adjust the workload
during the steady-state exercises.
Through each of the twenty-minute experimental
conditions, perceptual ratings were obtained
from participants every minute using the RPE
scale. The scale was taped to the treadmill on
the left side of the control panel, the bottom left
corner of the television for the WiiTM system, and
directly below the handlebars on the cycle
ergometer. HR was recorded at the same one
minute intervals. Following the completion of the
twenty minute exercise, participants estimated
their overall RPE for the entire trial.
Data were collected on three separate
occasions, separated by a minimum of 24 hours,
with each session lasting approximately 45
minutes. Specific parameters for each exercise
type were as follows:
(1) For the treadmill running exercise the
incline was set at 0.5. To reach and
maintain the steady-state at 65% (± 5
bpm) intensity of MHR, the treadmill
speed was adjusted according to
individual HR response.
(2) The WiiTM remote was attached to the
participant’s leg, halfway between the
patella and the inguinal crease. The
strap was taped to the leg using elastic
and zinc oxide tape in order to minimize
movement artefact of the device during
the trial. The participant then ran on the
“20 minute Free Run” program of the
Nintendo Wii Fit PlusTM game at 65% (±
5 bpm) intensity of MHR. Participants
were required to adjust their running
speed to reach the targeted HR.
(3) A Monark 839E Digital Cycle Ergometer
was used for the cycling exercise
component. Participants were instructed
to keep their speed at 60 revolutions per
minute and their resistance was
adjusted until 65% (± 5bpm) intensity of
MHR was achieved.
Data reduction
The first 5-min time window was removed from
the analyses to ascertain a steady state for heart
rate. In addition, a visual inspection of all data
sets was performed. The data were then further
reduced into two 5-min time blocks (time1 = 6-10
minutes; and time2 = 11-15 minutes; time3= 16-
20 minutes) within the 20 minute experimental
condition. HR and RPE were averaged for each
time block.
Data analysis
Using Statistical Package for Social Science
(SPSS) 18.0 a two-way analysis of variance
(ANOVA) with repeated measures was used to
examine the impact of both time (time1, time2,
time3) and modes of exercise (cycle ergometer,
treadmill, WiiTM) on HR and RPE. A second
ANOVA comparing overall RPE across the three
modes of exercise was completed. Data are
reported as means ± standard error. Differences
between groups were considered significant at p
< 0.05.
Results
Heart rate
Resting HR values from all three exercise
sessions did not differ from each other (bike =
77bpm; treadmill = 77bpm; WiiTM = 78bpm). No
statistical differences were found for HR across
the three modes of exercise. This confirms
homogenous physiological stress on all three
modes of exercise. Additionally, HR values
during the exercises did not differ from the
predicted target HR values (65% ± 5bpm) for all
participants (see Figure 1).
RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
137 Official Journal of FIMS (International Federation of Sports Medicine)
Figure 1: Delta heart rate – difference between the predicted and actual heart rate – in beats per minute
(bpm) for the three modes of exercise reduced into two 5-min time blocks (time1 = 6-10 minutes; and
time2 = 16-20 minutes).
Rate of Perceived Exertion (RPE)
Results indicate that there is a statistically
significant difference between modes of exercise
for RPE values F(2,22) = 6.67, p <0.01. Figure 2
displays the RPE scores for the three modes of
exercise at time 1, 2 and 3. The Nintendo WiiTM,
as expected had lower RPE values (mean =
9.57, SE = 0.26) than the cycle ergometer
(mean = 10.85, SE = 0.39) and treadmill (mean
= 10.43, SE = 0.22).
RPE values differed across all three-exercise
modes between time1 (mean = 10.13, SE =
0.32) and time3 (mean = 10.65, SE = 0.40).
F(2,33) = 15.54, p<0.05.
RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
138 Official Journal of FIMS (International Federation of Sports Medicine)
Figure 2: Rate of perceived exertion for the three modes of exercise reduced into two 5-min time blocks
(time1 = 6-10 minutes; and time2 = 16-20 minutes). ** significant difference between WiiTM and cycle
ergometer for both times; * significant difference between WiiTM and treadmill at time 2.
Overall RPE values, reported at the end of the
20-minute exercise session, provide some
reflection on the exercise. RPE values were
11.08 for the cycle ergometer, 9.50 for the WiiTM,
and 9.92 for the treadmill. These numbers
indicate that when participants reflected back on
their twenty minutes of exercise, they still
perceived that their time on the Nintendo WiiTM
was less exerting F(1,11) = 10.17, p<0.01. This is
a significant finding because it indicates that
even in retrospect the WiiTM is perceived as
easier. Due to these primary findings post hoc
tests were completed between the three modes
of exercise in order to better illustrate exactly
where the significant differences occurred. The
results of these tests indicated that there was a
significant difference between the overall RPE
for the cycle ergometer and the WiiTM
(sig=0.009) as well as between the overall RPE
of the cycle ergometer and treadmill (sig=0.009).
Conversely, the overall RPE of the WiiTM and the
treadmill showed no significant difference
(sig=0.210).
Discussion
To the present authors’ knowledge, this is the
first study comparing the rate of perceived
exertion of the Nintendo WiiTM system and other
exercise modalities. The purpose of the study
was to examine the effect of the mode of
exercise on rate of perceived exertion while
having participants maintain a constant heart
rate. As hypothesized, lower RPE values were
reported when participants used the Nintendo
WiiTM compared to the cycle ergometer and the
treadmill. While there was statistical significant
difference between the Nintendo WiiTM and the
other two modes of exercise, there was no
significant difference found between the RPE of
the treadmill and the cycle ergometer. This key
finding could be attributed to the gaming
experience offered by the WiiTM system14. This
finding is an important one and may have
relevance for low rates of exercise adherence in
the general population. If participants are
experiencing lower RPE scores it is more likely
they will adhere to a prescribed exercise
regime4. In addition it is suspected that if novice
exercisers are presented with the option of using
the WiiTM or another mode of exercise, the WiiTM
will be more appealing. This is due to the fact
that most potential participants will view the
WiiTM as a more desirable, easy form of
exercise. Furthermore, the WiiTM is a cheaper
alternative than a treadmill or stationary bike for
people who are looking for a home based
exercise regime when compared to other forms
of exercise equipment.
RPE comparison across three exercise modes International SportMed Journal, Vol.13 No.3, September 2012,
pp. 133-140. Available at URL: http://www.ismj.com
139 Official Journal of FIMS (International Federation of Sports Medicine)
Rate of perceived exertion values were shown to
increase throughout the exercise session. This
may be due to the fact that as time increases
metabolic byproducts (i.e. hydrogen, inorganic
phosphate, etc) build up and may contribute to
participants experiencing increased fatigue23.
This finding demonstrates that as one fatigues
with exercise, there may be a perception that
one is working harder to maintain the same
intensity of exercise. In addition to the
physiological factors, which may contribute to
perceived exertion, there are also psychological
factors influencing the RPE scores such as
exercise mode, and mode preference and
familiarity10.
Additionally, when time and mode of exercise
were compared there was a significant
difference indicating that at almost all points
during exercise the WiiTM had the lowest rating
of perceived exertion across the three modes of
exercise. Although similar results were found
near the beginning of the trials, as time
increased, the gap between the perceived
exertions while using the WiiTM compared to the
other two modes of exercise increased as well.
The results of this study are limited. Participants
represented a small sample of the general
population due to the limitations of age, number
of participants, and sample pool. Additionally
participants may not have interpreted the RPE
scale as it was designed to be used.
Specifically, despite the authors’ explanation of
the scale, participants seemed to have difficulty
choosing a number that properly represented
their true level of exertion. For example, the
number six on the RPE scale was explained as
corresponding to a resting/sitting condition.
Regardless, participants continued to give 6 as a
measure of their exertion despite having
accumulation of perspiration during their trial.
However, this RPE scale misinterpretation was
present across all experimental conditions,
minimizing its effect as shown by our significant
difference between modes of exercise.
Nevertheless, for any future studies it may be
recommended that either a better or more
thorough explanation or an alternative means of
measuring perceived exertion be used.
For all exercise modes, exercise intensity was
maintained at 65% ±5bpm. For both the
treadmill and cycle ergometer, adjustments to
the speed/grade or tension/rpm allowed easy
adjustments to maintain intensity. For the WiiTM
however, the onus was on the participant to
modify their gait to maintain intensity. This factor
meant that some participants had to adopt an
uncomfortable or awkward gait or pace in order
to maintain exercise intensity. However, the
gaming aspect of the WiiTM might have
overcome any negative impact of uncomfortable
gait during the trial.
In summary, when compared to traditional
exercise modalities the Nintendo Wii Fit PlusTM
was perceived to require less effort while the
metabolic cost was equal across modes of
exercise as reflected by the heart rate values.
This finding may lead to increased levels of
exercise adherence due to the lower perceived
exertion. Due to the relatively recent addition of
this type of technology into the exercise field,
more research is needed. Future studies may
find it useful to examine; cardiovascular
improvements on a Nintendo WiiTM regime
versus other equipment based cardiovascular
regimes (i.e. treadmill, cycle ergometer,
elliptical, etc) or voluntary energy expenditure on
the WiiTM compared to other forms of exercise if
intensity is not regulated.
Address for correspondence:
Associate Professor Linda Rohr, School of
Human Kinetics and Recreation, Memorial
University, St John’s, NL A1C 5S7, Canada
Tel.: +709 864 6202; Fax: +709 864 3979
Email: lerohr@mun.ca
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