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Exergaming can be an innovative way of enjoyable high-intensity interval training
OBJECTIVES: Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. METHODS: Eight males (2...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BMJ Publishing Group
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5633750/ https://www.ncbi.nlm.nih.gov/pubmed/29021913 http://dx.doi.org/10.1136/bmjsem-2017-000258 |
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author | Moholdt, Trine Weie, Stian Chorianopoulos, Konstantinos Wang, Alf Inge Hagen, Kristoffer |
author_facet | Moholdt, Trine Weie, Stian Chorianopoulos, Konstantinos Wang, Alf Inge Hagen, Kristoffer |
author_sort | Moholdt, Trine |
collection | PubMed |
description | OBJECTIVES: Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. METHODS: Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted. We measured heart rate (HR), activity duration, caloric expenditure and subject-rated exertion and enjoyment (based on 0–10 Visual Analogue Scale, VAS). We used an average of each outcome variable across the 3 days in the analysis. RESULTS: The average intensity during PLAY (73%±10% of HR(max)) was significantly higher than that during WALK (57%±7% of HR(max), p=0.01). Participants spent 12.5±5.3 min at 80%–89% of HR(max) and 5.5±4.6 min at ≥90% of HR(max) during PLAY, whereas intensity during WALK was ≤72% of HR(max). The duration of PLAY was 44.3±0.7 min and of WALK 17.0±0.7 min (p=0.01). The relative energy expenditure during PLAY was 7.6±0.7 kcal/min and during WALK 6.2±0.3 kcal/min (p<0.01). The enjoyment of PLAY (VAS 8.7±0.1) was higher than that of WALK (VAS 3.9±1.8, p=0.01). CONCLUSIONS: Exergaming can be an innovative way of enjoyable high-intensity training. |
format | Online Article Text |
id | pubmed-5633750 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | BMJ Publishing Group |
record_format | MEDLINE/PubMed |
spelling | pubmed-56337502017-10-11 Exergaming can be an innovative way of enjoyable high-intensity interval training Moholdt, Trine Weie, Stian Chorianopoulos, Konstantinos Wang, Alf Inge Hagen, Kristoffer BMJ Open Sport Exerc Med Original Article OBJECTIVES: Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. METHODS: Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted. We measured heart rate (HR), activity duration, caloric expenditure and subject-rated exertion and enjoyment (based on 0–10 Visual Analogue Scale, VAS). We used an average of each outcome variable across the 3 days in the analysis. RESULTS: The average intensity during PLAY (73%±10% of HR(max)) was significantly higher than that during WALK (57%±7% of HR(max), p=0.01). Participants spent 12.5±5.3 min at 80%–89% of HR(max) and 5.5±4.6 min at ≥90% of HR(max) during PLAY, whereas intensity during WALK was ≤72% of HR(max). The duration of PLAY was 44.3±0.7 min and of WALK 17.0±0.7 min (p=0.01). The relative energy expenditure during PLAY was 7.6±0.7 kcal/min and during WALK 6.2±0.3 kcal/min (p<0.01). The enjoyment of PLAY (VAS 8.7±0.1) was higher than that of WALK (VAS 3.9±1.8, p=0.01). CONCLUSIONS: Exergaming can be an innovative way of enjoyable high-intensity training. BMJ Publishing Group 2017-07-28 /pmc/articles/PMC5633750/ /pubmed/29021913 http://dx.doi.org/10.1136/bmjsem-2017-000258 Text en © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted. This is an Open Access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/ |
spellingShingle | Original Article Moholdt, Trine Weie, Stian Chorianopoulos, Konstantinos Wang, Alf Inge Hagen, Kristoffer Exergaming can be an innovative way of enjoyable high-intensity interval training |
title | Exergaming can be an innovative way of enjoyable high-intensity interval training |
title_full | Exergaming can be an innovative way of enjoyable high-intensity interval training |
title_fullStr | Exergaming can be an innovative way of enjoyable high-intensity interval training |
title_full_unstemmed | Exergaming can be an innovative way of enjoyable high-intensity interval training |
title_short | Exergaming can be an innovative way of enjoyable high-intensity interval training |
title_sort | exergaming can be an innovative way of enjoyable high-intensity interval training |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5633750/ https://www.ncbi.nlm.nih.gov/pubmed/29021913 http://dx.doi.org/10.1136/bmjsem-2017-000258 |
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