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The effect of a peer on VO(2) and game choice in 6–10 year old children
Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to det...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2014
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4040886/ https://www.ncbi.nlm.nih.gov/pubmed/24917824 http://dx.doi.org/10.3389/fphys.2014.00202 |
Sumario: | Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing the “exergame” (Wii) more motivating than the sedentary video game (Playstation 2) when with a peer. Seventeen children (age 8.5 ± 0.4 years) rested, played the sedentary video game and “exergame” for 10 min each, in two conditions: one in which the children rested/played the games alone (alone condition) and another in which they played with a peer (peer condition). Oxygen consumption (VO(2)), and liking (visual analog scale) was assessed for each 10-min condition. After three 10-min resting/gaming conditions, motivation was assessed using a relative reinforcing value task in which children performed computer mouse presses to gain additional access for either the sedentary video game or “exergame.” VO(2) was greater (p < 0.001) during “exergame” play (mean = 12.17 ± 4.1 ml·kg(−1)·min(−1)) vs. rest (mean = 5.14 ± 1.46 ml·kg(−1)·min(−1)) and the sedentary video game (mean = 5.83 ± 2.1 ml·kg(−1)·min(−1)). During the peer condition, there were no significant differences (p > 0.05) in VO(2) relative to the alone condition. In an exploratory analysis boys exhibited a greater (p = 0.02) increase in VO(2) from rest to “exergame” (Δ 9.0 ± 3.7 ml·kg(−1)·min(−1)), relative to girls (Δ 4.9 ± 2.9 ml·kg(−1)·min(−1)). Boys showed a significantly greater increase (p = 0.05) in VO(2) from the resting condition to “exergame” in the presence of a peer (Δ 11.1 ± 5.3 ml·kg(−1)·min(−1)) vs. the alone condition (Δ 6.8 ± 3.1 ml·kg(−1) ·min(−1)). Liking was significantly (p < 0.001) greater for “exergame” (7.7 ± 1.9 cm) and the sedentary video game (8.3 ± 1.3 cm) relative to rest (4.0 ± 2.8 cm). Motivation for “exergame” significantly decreased (p = 0.03) from alone (340.8 ± 106.8 presses) to the peer condition (147.8 ± 81.6 presses). Conclusion: VO(2) was greater during “exergame” play relative to the sedentary video game. The presence of a peer did not increase VO(2) during “exergame” play. Surprisingly, the presence of a peer decreased children's motivation to play “exergame” vs. the sedentary video game. |
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