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Comparison of rates of perceived exertion between active video games and traditional exercise

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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 our 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.
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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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This study aimed to (i) investigate and compare the effects of five different types of active video games (AVGs) on physiological and perceptual variables, (ii) categorize the AVGs’ physical activity (PA) intensity according to ACSM classification, and (iii) investigate the correlation between rating of perceived exertion (RPE) and enjoyment score within each AVG. Twelve college students participated in this study. Each AVG was played randomly for 15 min on non-consecutive days. The physiological variables were measured with a breath-by-breath system continuously during the AVGs and resting conditions. The AVGs significantly increased oxygen consumption, respiratory exchange ratio, energy expenditure, metabolic equivalent, and heart rate compared to rest conditions (p < 0.001). According to ACSM criteria, Fruit Ninja, Just Dance, and Shape-Up Muscle games were defined as moderate PA (MET = 4.07, 5.46, and 5.25; RPE = 10.33, 10.42, and 14.67 respectively) and Shape-Up Cardio, and Fighter Within games were defined as vigorous PA (MET = 6.83, and 7.03; RPE = 13.92, and 13.75 respectively). All games were enjoyable (>27). Young adults can get the recommended PA intensity with AVGs, burning 80–150 kcal in 15 min. The findings suggest that energy expenditure may be similar among different types of AVGs. However, skeletal muscle energy metabolism may differ according to the type of AVG.
... Compared with repetitive stepping alone, Deutsch et al. 43 reported that stepping with virtual reality induced higher neuromuscular intensity, greater enjoyment, and lower ratings of perceived exertion. Likewise, Devereaux 44 reported participants in a virtual reality exergames group reached similar exercise intensities as the treadmill and cycle ergometer with significantly lower rates of perceived exertion. Prahm et al. 25 found that although patients felt more exertion and pressure during virtual reality than the conventional group, they felt equally confident in completing virtual reality tasks and had significantly more enjoyment. ...
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Virtual reality is an emerging technology with accumulating research and clinical evidence in the field of physical rehabilitation. This study aimed to systematically identify and examine the effects of virtual reality on motor function outcomes in patients with amputation to inform clinical decision-making on amputation rehabilitation and inform further research endeavors. Five databases were searched, including PubMed, CINAHL, PsycINFO, Embase, and Scopus. After screening for 1052 records, ten clinical studies were included in this review: four randomized controlled trials, three pre-post single-arm studies, and three case studies; all studies had fair to good methodological quality. Seven studies were for lower extremity amputation, and three were for upper extremity amputation. Results reveal the positive effects of virtual reality on improving motor function in prosthesis training, including balance, gait, and upper extremity outcomes. Participants also report enjoyment during virtual reality intervention as measured by subjective experience. However, it is unclear whether virtual reality can induce better therapeutic outcomes than conventional rehabilitation, given the limited number of controlled studies and conflicting results reported in the included studies. More properly designed randomized controlled trials with adequately powered sample sizes are warranted to elucidate the benefits of virtual reality-based rehabilitation in the amputation population.
... While the modality of exercise could potentially impact one's perception (RPE) of exercise, authors suggested exergaming may be a more appealing and desirable form of exercise, particularly if they are a novice exerciser. 18 However, opposing findings are reported when comparing treadmill walking to Wii boxing 10 and Wii Fit 19 with higher heart rates and RPE values in exergaming vs. traditional exercise modalities. A potential explanation for these findings could be the exergaming intensity resulted in an appropriate RPE response vs. previous results seen with matching intensities. ...
Article
Objective: This review evaluates current literature on intensity selection, perceptual responses, activity enjoyment and adherence rates of exergaming. Methods: The literature search identified manuscripts that investigated exercise intensity, perceptual responses, or exercise adherence of exergaming in young adults. Results: Based on results of 29 studies, the current review suggest some exergaming activities have the potential to elicit moderate to vigorous exercise intensity and could potentially be substituted for traditional exercise. Additionally, exergame activities may aid in the start of exercise adherence by lowering the individual's perceived exertion when playing exergames. Exergaming not only has the potential to enhance enjoyment through an exercise objective but also through the distracting nature of video games. Conclusions: Exergaming shows potential to be substituted for traditional exercise and could offer a new, varied form of exercise for sedentary individuals. Future research should examine the influence of exergaming experience on intensity selection and adherence rates.
... RPE provides information about the person's functional responses to the exercise and it has also been stated that RPE may be a valuable indicator of exercise tolerance (American College of Sports Medicine, 2014). Although the intensity of exercises was the same (65% HRmax), the RPE scores were significantly lower for AVGs compared with cycling and running exercises (Devereaux, 2012). On the other hand, Monedero et al. (2017) determined that the fitness-themed video game trial had significantly higher RPE values than both moderate intensity running exercise and entertainmentthemed video game. ...
Article
Purpose: This study aimed to i) investigate the physiological and perceptual responses to two different active video games (AVGs), ii) compare the physiological and perceptual responses to AVGs with those encountered during classic exercise and daily sedentary routines, and iii) compare the examined variables between the sexes. Methods: Forty-three (n = 22 male, n = 21 female) volunteers participated in the study and were tested in five different conditions (resting, watching television (TV), brisk walking, AVG dancing, and AVG fighting). Oxygen consumption (VO2) and heart rate (HR) were measured continuously, whereas energy expenditure (EE) and metabolic equivalent (MET) were calculated. Rating of perceived exertion (RPE) and enjoyment scores were recorded. Results: AVG dancing and AVG fighting significantly increased VO2, MET, EE, and HR compared with brisk walking, resting, and watching TV. Comparing with brisk walking the AVG dancing yielded similar RPE and higher enjoyment scores. However, the highest physiological responses, RPE, and enjoyment scores were obtained during AVG fighting. There were significant sex x condition interactions for VO2, MET, EE, and HR. VO2, MET, and EE were significantly higher in males for all conditions, whereas HR was significantly higher in females. The mean EE values during AVG fighting and AVG dancing were 13.12 ± 2.2 kcal.min⁻¹ and 9.69 ± 2.0 kcal.min⁻¹, respectively in males, and 9.31 ± 1.9 kcal.min⁻¹ and 7.07 ± 1.3 kcal.min⁻¹, respectively in females. Conclusions: AVG dancing (MET >7) and AVG fighting (MET >9) are enjoyable, vigorous physical activities that can be recommended as an alternative home-based physical activity.
... Exercise intensity was rated as moderate if at least two of the following criteria were fulfilled: (1) 60-75% of estimated maximum heart rate (29), (2) a score of 12 to 13 on the Borg scale RPE6-20 (30), of 11-12 for playful activities such as exergaming (31), and at medium level on a child-adapted three-level scale (32), (3) strength exercises were rated as moderately intense if no more than two to three more repetitions could be realized from the patient with correct technical execution (progression to no more possible further repetition was aimed over the weeks of training) (33,34), and (4) a rating of the intensity level by the supervising exercise scientist depending on breathing rate, sweating, and other signs of exhaustion. The goal was to perform 15-20 min of moderate endurance training per session as well as 6-10 min of leg strength training. ...
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Objective: In cancer patients, the impairment in muscle function is a frequently observed phenomenon. However, comprehensive evaluation of the effect of exercise training on muscle function in childhood cancer patients (CCPs) is sparse and therefore investigated in the MUCKI trial. Study Design: In the randomized controlled MUCKI trial, CCPs during intensive cancer treatment and aged 4–18 years were recruited. Eligible patients were enrolled soon after diagnosis as long as they were physically and mentally able to participate in exercise testing and training. Patients of the exercise group (n = 16) participated in average 2.7 ± 1.2 times per week in a combined resistance and endurance training with moderate exercise intensity, for a time period of 8.0 ± 2.1 weeks, while patients of the control group (n = 17) received usual care. Leg strength was evaluated as the primary endpoint. Secondary endpoints were 6-min walk performance, arm strength, body composition, fatigue, and health-related quality of life. Results: Comparisons of pre- and post-intervention results were evaluated by baseline and stratification criteria adjusted analysis and showed positive effects for the exercise group regarding leg strength [F(1, 20) = 5.733; p = 0.027*; ηp2 = 0.223], walking performance [F(1, 25) = 4.270; p = 0.049*; ηp2 = 0.146], fatigue [F(1, 13) = 8.353; p = 0.013*; ηp2 = 0.391], self-esteem [F(1, 6) = 6.823; p = 0.040*; ηp2 = 0.532], and self-reported strength and endurance capacity [F(1, 6) = 6.273; p = 0.046*; ηp2 = 0.511]. No significant differences were found for the other parameters. Conclusion: Within one of the first randomized controlled trials, the present study provides evidence for a positive effect of combined training in CCPs during intensive cancer treatment. Further research is needed to confirm these results and to evaluate their clinical impact. Clinical Trial Registration Number: NCT02612025.
... There have been a myriad of studies using commercial devices to investigate energy expenditure. Dance Dance Revolution and the Nintendo Wii (Kyoto, Japan) were both popular platforms for study [12][13][14][15][16] and some studies have created custom interfaces for the Microsoft Kinect (Redmond, WA) using specialized code [17,18] A limitation of these studies has been that commercial devices are not inclusive technologies, which has necessitated the creation of customized test platforms [19,20]. Even in these custom devices, accessibility was normally limited to a single disability group. ...
Article
Objective To systematically summarize and examine current evidence regarding the combination of virtual reality and treadmill training in patients with walking and balance impairments. Data sources English language randomized controlled trials, participants with walking and balance impairments, intervention group used virtual reality and treadmill, control group only used treadmill with the same training frequency and number of sessions. Six bioscience and engineering databases were searched. Methods Two independent reviewers conducted study selection, data extraction, and quality assessment. Methodological quality was assessed using the Physiotherapy Evidence Database (PEDro) scale. Results Sixteen randomized controlled trials including 829 participants were identified. Compared to treadmill-only training, virtual reality augmented treadmill training induced significantly faster walking ( p < 0.001; standardized mean difference (SMD) = 0.55, 95%CI: 0.30 to 0.81), longer step length ( p < 0.001; SMD = 0.74, 95%CI: 0.42 to 1.06), narrower step width ( p = 0.03; SMD = −0.52, 95%CI: −0.97 to −0.06), longer single leg stance period ( p = 0.003; SMD = 0.77, 95%CI: 0.27 to 1.27), better functional mobility ( p = 0.003; SMD = −0.44, 95%CI: − 0.74 to −0.15), improved balance function ( p = 0.04; SMD = 0.24, 95%CI: 0.01 to 0.47), and enhanced balance confidence ( p = 0.03; SMD = 0.73, 95%CI: 0.08 to 1.37). Walking endurance did not differ significantly between groups ( p = 0.21; SMD = 0.13, 95%CI: −0.07 to 0.34). Conclusions Virtual reality augmented treadmill walking training enhances outcomes compared to treadmill-only training in patients with walking and balance impairments. The results of this review support the clinical significance of combining virtual reality with treadmill training with level 1A empirical evidence.
Article
Background: Exertion games are video games that require exercise. They are widely presented as health interventions, to encourage sedentary populations to take exercise at levels recommended by health professionals. Objectives: We consider whether games encourage acute exercise at levels sufficient to engender exercise-related health benefits, and in what conditions that occurs. Methods: We performed a scoping review of empirical research that examines whether exertion game play engenders exercise, searching Google Scholar, Scopus and PubMed. Results: From 3171 search records, we found 243 studies of acute short-term exercise in games. While some observed moderate levels of exertion, players of many games fail to meet recommended levels. Few games encouraged vigorous levels seen in sports. Variation in results for games across different studies suggests that exertion motivation is highly dependent on non-game contextual factors. There is evidence games make exercise more enjoyable or reduce perceived exertion, but many studies suffer the methodological problem of comparison with boring control conditions. Conclusions: Exergames have only been found comparable to exercise such as walking, jogging and dancing under very specific circumstances. To improve evidence for games as exercise interventions, we must improve study designs and focus on understanding better the circumstances likely to bring about genuine exergame exercise.
Article
Purpose: The current study aimed to investigate the exercise intensity and exercise characteristics of active video games (AVGs) by measuring various physiological responses, and to test whether AVGs can be used in components of training in sports branches. Methods: Twenty-two male athletes with good aerobic fitness level (age = 20.6 ± 2.2 years; maximum oxygen consumption (VO2max) = 52.2 ± 3.5 ml.kg⁻¹.min⁻¹) visited the laboratory three times (D1, D2, and D3). After taking measurements during rest, the VO2max was assessed (D1). Traditional brisk walking and running exercises were performed consecutively (D2), and AVGs—dancing and fighting—were performed at random (D3); each exercise session lasted 20 minutes, and for each experiment session oxygen consumption (VO2), heart rate (HR) were recorded, VO2max%, metabolic equivalent (MET), and energy expenditure (EE) were calculated. Results: No significant differences were found between AVG-dancing and brisk walking (p > .05) for VO2 (25.96 ± 3.3 vs. 24.39 ± 2.3 ml.kg⁻¹.min⁻¹), HR (137.02 ± 20.15 vs. 125.61 ± 6.49 beats.min⁻¹) VO2max% (49.99 ± 7.00 vs. 46.84 ± 4.06), MET (7.49 ± 0.94 vs. 6.96 ± 0.65), and EE (181.19 ± 27.65 vs. 171.21 ± 22.51 Kcal). Additionally, no significant differences were found between AVG-fighting and running (p > .05) for VO2 (33.96 ± 5.88 vs. 33.13 ± 2.52 ml.kg⁻¹.min⁻¹), HR (155.66 ± 15.05 vs. 153.30 ± 6.83 beats.min⁻¹), VO2max% (65.05 ± 9.76 vs. 63.60 ± 3.51), MET (9.70 ± 1.68 vs. 9.47 ± 0.72), and EE (236.75 ± 37.20 vs. 232.70 ± 27.06). Conclusions: AVG-dancing and fighting were defined as moderate (MET>7) and high (MET>9) intensity intermittent exercises, respectively. Consequently, AVGs can be a part of training for athletes; as a block, modified block or a traditional training cycle involving enjoyable alternative exercises, especially when the appropriate AVGs are chosen.
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The ratings of perceived exertion are a widely accepted measure of quantifying, monitoring and regulating exercise intensity. A critical review of the perceived exertion literature since 2000 provides a useful insight into the concepts and themes that have featured prominently in the literature. In this regard, five main themes of enquiry concerning perceived exertion have emerged. These include child-specific rating scales, pictorial scales for adults, self-regulation and the efficacy of using the RPE for predicting maximal oxygen uptake, observations that the RPE scales with time or distance remaining in open-and closed-loop exercise tasks, and the influence of carbohydrate and caffeine ingestion on the ratings of perceived exertion. We pro-vide a critical review of these developments and reflect on their relative contributions to knowledge, their potential practical applications and the questions which remain for future research on perceived exertion in adults and children.
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This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs--types of AVG, player age, and player weight status--were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.
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To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.
Article
Purpose: The purpose of this research was to compare the efficacy of traditional and video game based balance programs in improving balance performance measurements and compliance. Methods: Pre and post testing procedures were conducted on twenty-five participants using Star Excursion Balance testing and force plate data. Random assignment into either control or exercise groups (traditional, Dance Dance Revolution® , or Wii Fit™) preceded training sessions held 3 times a week for 4 weeks. Results: Postural sway reduction for average displacement and average deviation on the y-axis was observed in the DDR® trained group (p = 0.028, p = 0.031), while average deviation improvements were noted in the Wii Fit™ trained group at (p = 0.043). There were no pre to post test improvements in postural sway for traditional balance program participants. Statistical evaluation of perceived difficulty and enjoyment of the programs obtained data showing the video based games to be perceived as less strenuous (DDR® , p = 0.073, Wii Fit™, p = 0.014) and more enjoyable (DDR® , p = 0.007, Wii Fit™, p = 0.006) than the traditional balance program. Conclusion: This research was the first to examine efficacy of video game based balance programs. It was noted during this research that not only does the use of video game based research programs increase patient enjoyment and engagement, but they also improve selected balance performance measurements. Therefore, clinicians should feel comfortable prescribing video game based balance activities as a way to improve physical performance and patient compliance when balance improvement is a clinical treatment goal.
Article
The purpose of the study is to examine the effect of aerobic exercise intensity on components of the differentiated perceived exertion model in young women performing weight bearing and non-weight bearing aerobic exercise. Subjects were 18-25 yr old women who were recreationally active (n = 19; VO2max = 33.40 ml·kg(-1)·min(-1)) and trained (N = 22; VO2max = 43.3 ml·kg(-1)·min(-1)). Subjects underwent two graded exercise tests (GXT) on a treadmill and bike which were separated by 48 hours. RPE-Overall, -Legs, and -Chest, as well as oxygen uptake (VO2) and heart rate were recorded each minute. Individual regression analyses were used to identify RPE-Overall,-Legs, and -Chest at 40, 60, 80% VO2max/peak. Separate two factor (site (3) x intensity (3)) ANOVAs with repeated measures on site and intensity were computed for each training status. Furthermore, RPE responses were also examined with a one factor (site (3)) within subject ANOVA with repeated measure on site at the ventilatory breakpoint. For both the recreationally active and trained groups no significant differences were observed for RPE-Overall, -Legs, and -Chest during treadmill exercise. However, for cycling exercise results indicated that RPE-Legs was significantly greater at all exercise intensities than RPE-Overall and RPE-Chest for trained subjects while for recreationally active subjects RPE-Legs was only significantly higher at the highest exercise intensity. Responses at the ventilatory breakpoint during cycle exercise indicated that RPE-Legs was significantly greater than RPE-Chest and RPE-Overall for trained subjects but not for recreationally active subjects. Signal dominance was not observed at an intensity equivalent to the ventilatory breakpoint during treadmill exercise in either of the groups. In recreationally active and trained females signal dominance was demonstrated only during cycling exercise, but not during treadmill exercise. Signal integration could not be demonstrated during cycling and treadmill exercise at various intensities. Key pointsRPE is a valid tool to track relative exercise intensity and can be applied as differentiated and undifferentiated responses regardless of training status.RPE-Legs dominated the signal response in trained women during cycling exercise.RPE-Legs, -Chest, and -Overall did not differ significantly in trained and recreationally active women during treadmill exercise.RPE-Legs and -Chest contribute equally to the formation of RPE-Overall during cycling and treadmill exercise.
Article
Describes (in English) several studies in this field. Using a bicycle ergometer for both short and longer time (6 min.) periods, Ss worked at a standard and then adjusted the power by halving or doubling the setting, as the case may be. In some studies they worked shorter times at the lower settings. Ss for the studies were physicians, students, nurses, and forestry workers. A chapter deals with perception of exertion and factors such as pulse-rate and lactic acid in the blood. Another chapter is entitled "The Psychophysics of Muscular Work and Adjacent Fields." (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Classical referenceIntroductionSThe role of physical inactivity in weight gain and obesityEpidemiologic evidencePhysiologic mechanisms linking physical activity and energy balancePhysical activity in the treatment of obesitySummaryMultiple choice questions
Article
Objectives: Choice has been linked to both motivation and psychological responses to exercise. This paper investigates participants’ psychological responses when they completed an exercise session where there was a high-preference exercise mode as opposed to a low-preference exercise mode. High- and low-preference were established by participants indicating their preferred choice of exercise from three standard modes used for aerobic work.Method: Participants were 20 low-active adults who exercised for 20 min on each mode of exercise (high-preference versus low-preference). Affect, ratings of perceived exertion (RPE) and heart rate (HR) were recorded every 5 min during exercise, and affect and HR were assessed pre-exercise and 5 min post-exercise.Results: Repeated measures analysis of variance revealed condition and time main effects for affect sub-scales and RPE and a time main effect for HR. Affect sub-scales, RPE and HR generally increased over time. RPE, Fatigue and Psychological Distress were higher in the low-preference condition and positive well-being was higher in the high-preference condition.Conclusions: Affect and RPE were influenced by the preferred choice manipulation. Affect was more positive, and RPE lower, in the high-preference versus low-preference condition while work rate remained constant across conditions.
Article
The purpose of this study was to: (1) determine energy expenditure (EE) during a range of active video games (AVGs) and (2) determine whether EE during AVGs is influenced by gaming experience or fitness. Twenty-six boys (11.4±0.8 years) participated and performed a range of sedentary activities (resting, watching television and sedentary gaming), playing AVGs (Nintendo® Wii Bowling, Boxing, Tennis, and Wii Fit Skiing and Step), walking and running including a maximal fitness test. During all activities, oxygen uptake, heart rate and EE were determined. The AVGs resulted in a significantly higher EE compared to rest (63-190%, p≤0.001) and sedentary screen-time activities (56-184%, p≤0.001). No significant differences in EE were found between the most active video games and walking. There was no evidence to suggest that gaming experience or aerobic fitness influenced EE when playing AVGs. In conclusion, boys expended more energy during active gaming compared to sedentary activities. Whilst EE during AVG is game-specific, AVGs are not intense enough to contribute towards the 60min of daily moderate-to-vigorous physical activity that is currently recommended for children.