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Wii Fit U intensity and enjoyment in adults
BACKGROUND: The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2014
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4155095/ https://www.ncbi.nlm.nih.gov/pubmed/25155382 http://dx.doi.org/10.1186/1756-0500-7-567 |
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author | Tripette, Julien Murakami, Haruka Ando, Takafumi Kawakami, Ryoko Tanaka, Noriko Tanaka, Shigeho Miyachi, Motohiko |
author_facet | Tripette, Julien Murakami, Haruka Ando, Takafumi Kawakami, Ryoko Tanaka, Noriko Tanaka, Shigeho Miyachi, Motohiko |
author_sort | Tripette, Julien |
collection | PubMed |
description | BACKGROUND: The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults. FINDINGS: Metabolic equivalent (METs, i.e., intensity) of the Wii Fit U activities were evaluated using metabolic chambers in 16 sedentary adults (8 women and 8 men). A short version of the physical activity enjoyment scale was completed for each activity. Wii Fit U activities were distributed over a range from 2.2 ± 0.4 METs (Hula dance) to 4.7 ± 1.2 (Hip-hop dance). Seven activities were classified as light-intensity PA (<3 METs) and 11 activities as moderate-intensity PA (3 – 6 METs). The new portable mini screen game modality does not induce higher METs. Men exercised at higher intensities than women. There was no correlation between enjoyment and MET values in women or men. CONCLUSIONS: More and more moderate-intensity activities are available through video gaming, but the average intensity (3.2 ± 0.6) is still low. Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals. |
format | Online Article Text |
id | pubmed-4155095 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-41550952014-09-06 Wii Fit U intensity and enjoyment in adults Tripette, Julien Murakami, Haruka Ando, Takafumi Kawakami, Ryoko Tanaka, Noriko Tanaka, Shigeho Miyachi, Motohiko BMC Res Notes Short Report BACKGROUND: The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults. FINDINGS: Metabolic equivalent (METs, i.e., intensity) of the Wii Fit U activities were evaluated using metabolic chambers in 16 sedentary adults (8 women and 8 men). A short version of the physical activity enjoyment scale was completed for each activity. Wii Fit U activities were distributed over a range from 2.2 ± 0.4 METs (Hula dance) to 4.7 ± 1.2 (Hip-hop dance). Seven activities were classified as light-intensity PA (<3 METs) and 11 activities as moderate-intensity PA (3 – 6 METs). The new portable mini screen game modality does not induce higher METs. Men exercised at higher intensities than women. There was no correlation between enjoyment and MET values in women or men. CONCLUSIONS: More and more moderate-intensity activities are available through video gaming, but the average intensity (3.2 ± 0.6) is still low. Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals. BioMed Central 2014-08-26 /pmc/articles/PMC4155095/ /pubmed/25155382 http://dx.doi.org/10.1186/1756-0500-7-567 Text en © Tripette et al.; licensee BioMed Central Ltd. 2014 This article is published under license to BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. |
spellingShingle | Short Report Tripette, Julien Murakami, Haruka Ando, Takafumi Kawakami, Ryoko Tanaka, Noriko Tanaka, Shigeho Miyachi, Motohiko Wii Fit U intensity and enjoyment in adults |
title | Wii Fit U intensity and enjoyment in adults |
title_full | Wii Fit U intensity and enjoyment in adults |
title_fullStr | Wii Fit U intensity and enjoyment in adults |
title_full_unstemmed | Wii Fit U intensity and enjoyment in adults |
title_short | Wii Fit U intensity and enjoyment in adults |
title_sort | wii fit u intensity and enjoyment in adults |
topic | Short Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4155095/ https://www.ncbi.nlm.nih.gov/pubmed/25155382 http://dx.doi.org/10.1186/1756-0500-7-567 |
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