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The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position

Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference an...

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Autores principales: SANDERS, GABRIEL J., REBOLD, MICHAEL, PEACOCK, COREY A., WILLIAMSON, MEAGAN L., SANTO, ANTONIO S., BARKLEY, JACOB E.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Berkeley Electronic Press 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4831859/
https://www.ncbi.nlm.nih.gov/pubmed/27182403
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author SANDERS, GABRIEL J.
REBOLD, MICHAEL
PEACOCK, COREY A.
WILLIAMSON, MEAGAN L.
SANTO, ANTONIO S.
BARKLEY, JACOB E.
author_facet SANDERS, GABRIEL J.
REBOLD, MICHAEL
PEACOCK, COREY A.
WILLIAMSON, MEAGAN L.
SANTO, ANTONIO S.
BARKLEY, JACOB E.
author_sort SANDERS, GABRIEL J.
collection PubMed
description Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg−1 • min−1 PS2, 4.6 ± 0.1 ml • kg−1 • min−1 Wii Madden, 6.8 ± 0.3 ml • kg−1 • min−1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg−1 • min−1 PS2, 4.2 ± 0.1 ml • kg−1 • min−1 Wii Madden, 6.1 ± 0.3 ml • kg−1 • min−1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.
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spelling pubmed-48318592016-05-12 The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position SANDERS, GABRIEL J. REBOLD, MICHAEL PEACOCK, COREY A. WILLIAMSON, MEAGAN L. SANTO, ANTONIO S. BARKLEY, JACOB E. Int J Exerc Sci Original Research Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg−1 • min−1 PS2, 4.6 ± 0.1 ml • kg−1 • min−1 Wii Madden, 6.8 ± 0.3 ml • kg−1 • min−1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg−1 • min−1 PS2, 4.2 ± 0.1 ml • kg−1 • min−1 Wii Madden, 6.1 ± 0.3 ml • kg−1 • min−1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games. Berkeley Electronic Press 2014-07-01 /pmc/articles/PMC4831859/ /pubmed/27182403 Text en
spellingShingle Original Research
SANDERS, GABRIEL J.
REBOLD, MICHAEL
PEACOCK, COREY A.
WILLIAMSON, MEAGAN L.
SANTO, ANTONIO S.
BARKLEY, JACOB E.
The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position
title The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position
title_full The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position
title_fullStr The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position
title_full_unstemmed The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position
title_short The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position
title_sort physiologic and behavioral implications of playing active and sedentary video games in a seated and standing position
topic Original Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4831859/
https://www.ncbi.nlm.nih.gov/pubmed/27182403
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