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METABOLIC RESPONSES TO WII FITTM VIDEO GAMES

AT DIFFERENT GAME LEVELS


JENNIFER R. WORLEY, SHARON N. ROGERS, AND ROBERT R. KRAEMER
Department of Kinesiology and Health Studies, Southeastern Louisiana University, Hammond, Louisiana

ABSTRACT INTRODUCTION

V
Worley, JR, Rogers, SN, and Kraemer, RR. Metabolic ideo gaming has become a popular recreational
responses to Wii FitTM video games at different game levels. pastime of many people around the world. In
J Strength Cond Res 25(3): 689–693, 2011—The Wii FitTM is addition to the prevalence of child participation in
a form of interactive gaming designed to elicit health and fitness gaming, as much as 45% of the adult population in
benefits to replace sedentary gaming. This study was designed
the USA also plays video games with some evidence
suggesting that greater participation is associated with poorer
to determine the effectiveness of Wii FitTM fitness games. The
mental and physical health in this population (13). A recent
purpose of the study was to determine the %V_ O2max and
trend has been to develop new video games that incorporate
energy expenditure from different Wii FitTM games at different
physical activity into gaming, rather than relying on
levels including the step and hula games. Eight healthy young traditional sedentary gaming activity. This trend is an effort
women completed a preliminary trial to determine V_ O2max and to counter the negative effects of sedentary gaming and
later played the Wii FitTM during 2 separate counterbalanced theoretically would allow game manufacturers to capitalize
trials. During each session, subjects played levels of Wii FitTM on the potential positive effects of gaming on physical fitness
games for 10 minutes each level. One session involved and health.
beginning and intermediate hula, and the other session involved Products such as Nintendo’s Wii FitTM are advertised as
beginning and intermediate steps. The V_ O2 was measured a new way to work out from the comfort of your own home.
continuously via metabolic cart, and rating of perceived exertion In addition to children, data suggest that adults are also
(RPE) was assessed at the end of each game level. The lowest involved in using this new mode of gaming to improve and
%V_ O2max, kcalmin21, and RPE occurred during the beginning maintain physical fitness (5). Some data suggest that active
video games significantly increase total body movement and
step game and the highest values occurred during the
energy expenditure compared to sedentary gaming (1–5,10).
intermediate hula game. Respiratory exchange ratio was
Although some accurate energy expenditure data exist
significantly higher in the intermediate hula than beginning
regarding caloric expenditure in children (12) and young
hula game but was not significantly different between step male college students (11) playing a video dance game,
game levels. The intermediate hula and step games produced Dance, Dance RevolutionTM, to our knowledge, only 1 study
the greatest energy expenditure with an equivalent effect of has used an accurate method of measuring oxygen
a walking speed of .5.63 kmh21 (.3.5 milesh21). This is the consumption (V_ O2) and energy expenditure to determine
first study to determine the percentage of V_ O2max and caloric the effectiveness of the Wii FitTM in adults (8). Moreover, we
expenditure elicited by different Wii FitTM video games at are not aware of any studies that have accurately determined
different game levels in adults. Findings suggest that the Wii the percentage of maximal oxygen uptake elicited by these
FitTM can be used as an effective activity for promoting physical active video games in individual participants nor are we
health in this population. aware of any studies that have determined the effect of game
level (intensity) on V_ O2.
KEY WORDS active gaming, energy expenditure, oxygen Accurate determination of V_ O2 and energy expenditure in
consumption, respiratory exchange ratio different video games and game intensity levels, which has not
previously been done, is critical in establishing the viability of
this form of active gaming to improve health status.
Understanding the V_ O2 and caloric cost of different video
games and game levels would allow game users to accurately
Address correspondence to Robert R. Kraemer, rkraemer@selu.edu. determine the time required to meet aerobic exercise intensity
25(3)/689–693 recommendations and to change the game or game level to
Journal of Strength and Conditioning Research meet a specific caloric expenditure requirement. Adjusting the
Ó 2011 National Strength and Conditioning Association game level or game time to achieve known metabolic rates and

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Metabolic Responses to Wii FitTM

caloric costs would enable the user to meet goals for physical training regimen. Exclusion criteria for participation in the
fitness and overall health. study included (a) history of any cardiovascular disease, (b)
This study was conducted to precisely determine the effect presence of metabolic diseases that could affect metabolic
of 2 of the more popular Wii FitTM aerobic fitness games and responses, for example, diabetes, (c) taking prescription
game levels on V_ O2, energy expenditure, and percentage of medications that could affect metabolic or cardiorespiratory
V_ O2max. We hypothesized that the V_ O2 and energy measures, and (d) inability to complete 30 minutes of Wii Fit
expenditure from the step and hula games at the intermediate activityTM. Each subject participated in 3 separate sessions.
game level would be comparable to moderate to brisk
walking and would elicit an oxygen cost equivalent to Session 1
approximately 30% V_ O2max. In addition, we hypothesized The first session consisted of preliminary height and weight
that the game level would significantly affect V_ O2 and caloric measurements and a graded exercise test to determine
expenditure and that higher game levels would be better for V_ O2max. The V_ O2max was assessed on a treadmill by
meeting recommended energy expenditure requirements for measuring respiratory gases with an automated system
improved health. (ParvoMedics, TrueOne 2400, Sandy, UT, USA). Before
each V_ O2max determination, gas analyzers were calibrated
METHODS with gases of known composition. Subjects began the graded
Experimental Approach to the Problem exercise test at 2.5 mph and 4% grade. Every 2 minutes, the
Subjects performed 2 exercise sessions employing a within- treadmill speed was increased 1 mph and 4% grade remained
subject study design. The sessions consisted of a preliminary constant (Kraemer Protocol). Subjects reached V_ O2max with
trial for basic cardiorespiratory fitness assessment and 2 achievement of either the primary criterion of a plateau in
subsequent sessions, 2 days apart, in a counterbalanced V_ O2 with increased workload or with 2 of 3 secondary
fashion in which they performed different video games, step criteria: (a) attained predicted maximal HR, (b) RER . 1.1,
and hula, at different game levels, beginner and intermediate. or (c) an RPE (15-point Borg scale) of 19 or 20. After the
The V_ O2, percent V_ O2max, caloric expenditure, respiratory V_ O2max test, the subjects were familiarized with both the Wii
exchange ratio (RER), and rating of perceived exertion FitTM step and hula games.
(RPE) were assessed and compared between the 2 trials.
Measuring V_ O2 and percent V_ O2max allowed for accurate Sessions 2 and 3
determination and comparison of the oxygen cost and the During the next 2 sessions, the subjects played the Wii FitTM
induced cardiorespiratory stress between the step and hula aerobic step and hula games. Sessions 2 and 3 were scheduled
games in response to the beginning and intermediate game at least 2 days apart, and exercise was restricted for 24 hours
stages. Measuring RER allowed for accurate determination before each trial. Subjects began the testing sessions in a 2–4
and comparison of carbohydrate as well as fat use and (com- hours postprandial state. Subjects had varying experience
bined with V_ O2 data) kcals expended per minute between the levels with the Wii FitTM. To control as much as possible for
step and hula games at the beginning and intermediate game experience level, we allowed each subject to become familiar
levels. Measuring RPE allowed for determination of effort with the game for several minutes after V_ O2max testing in the
perception. Collectively, these variables were analyzed to preliminary trial, and we allowed subjects to adjust to the
determine whether oxygen and caloric cost of these 2 games game for 7 minutes at each stage before measuring V_ O2.
along with substrate use and effort perception at an inter- Before subjects began the games, resting HR and blood
mediate stage were greater than that elicited by a beginning pressure (BP) were recorded. Subjects then performed the
stage and equal to values found from walking at 3.5 mph. game for 1 minute as a warm-up followed by 10 minutes at the
These data could be used subsequently to establish the game level. Subjects completed 3, 10-minute game stages with
viability of the Wii FitTM hula and step games for health 5-minute rest between stages allowing time to measure and
improvement. record HR, BP, and RPE (6–20, Borg scale) of the subject. The
games were counterbalanced for each subject. The first and
Subjects second 10-minute stages consisted of beginning or in-
Volunteers were recruited from a university student pop- termediate step or hula. The third 10-minute stage was used
ulation. The experimental procedures of the study were to monitor subjects’ responses to both advanced step and
approved by the Southeastern Louisiana University In- boxing; however, several subjects did not meet the proper
stitutional Review Board. Eight apparently healthy female step sequence, which resulted in data from the third
college students (mean 6 SD age, height, weight, and 10-minute period not being viable for steady-state V_ O2
V_ O2max = 21.88 6 2.20 years, 170.25 6 7.29 cm, 71.31 6 determination; therefore, only data from the first and second
11.13 kg, and 33.11 6 2.33 mlkg21min21, respectively) 10-minute stages were analyzed. The subject’s V_ O2 and RER
completed a medical history questionnaire and gave written were measured continuously while playing each game using
informed consent to participate in the study. None of the the same metabolic cart used in session 1. From the V_ O2 data,
subjects was a college athlete engaged in a strenuous aerobic energy expenditure (kcalmin21) and RER were determined.
the TM

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Figure 1. Values represent mean 6 SE for %V_ O2max of subjects playing


Beginning and Intermediate Step and Hula games. *Significantly different
from the beginning level of the same game. **Significantly different from Figure 3. Values represent mean 6 SE for respiratory exchange ratio of
the beginning level of the step game. subjects playing Beginning and Intermediate Step and Hula games.
**Significantly different from the beginning level of the step game.

The stages (beginning and intermediate) included multiple representing typical time players spend at a game level before
game sessions so that they added up to 10 minutes each stage, becoming bored and changing games or game levels.
that is, the beginning hula game session only lasted
approximately 2 minutes, so the game was restarted multiple Statistical Analyses
times encompassing 10 minutes of play. The reason why we The V_ O2 during the last 3 minutes of each 10-minute stage for
chose 10-minute stages was because of the nature of the video beginner and intermediate hula and step was used for
games. We wanted each subject to reach and maintain a analysis. V_ O2 (Lmin21) was converted to %V_ O2max for each
steady-state V_ O2. Steady-state V_ O2 is typically reached within subject. %V_ O2max, RER, caloric expenditure (kcalmin21),
2–3 minutes in aerobic activity. In the case that the subject and RPE were analyzed using dependent t-tests. Differences
was frustrated by the game because of differences in were considered significant at an alpha level of p # 0.05.
experience or skill, the 10-minute time period allowed them Energy expenditure from carbohydrate and fat use during the
to respond to the game and adjust their movements so that last 3 minutes of each game phase was determined by
after 7 minutes, the V_ O2 was expected to be stable and could multiplying the average V_ O2 in liters per minute for each
be measured as steady-state V_ O2 during the last 3 minutes of minute by the caloric equivalent of the corresponding RER
the 10-minute game stage. Data reviewed from the subjects using standard thermal equivalents of oxygen utilization
across the 10-minute stage indicated that indeed this was the based on nonprotein RER. In a few cases in which RER
case. In addition, we viewed 10 minutes as a duration slightly exceeded 1.0, an energy equivalent of 5.047 was used.

Figure 2. Values represent mean 6 SE for caloric expenditure of Figure 4. Values represent mean 6 SE for rating of perceived exertion
subjects playing Beginning and Intermediate Step and Hula games. subjects playing Beginning and Intermediate Step and Hula games.
*Significantly different from the beginning level of the same game. *Significantly different from the beginning level of the same game.
**Significantly different from the beginning level of the step game. **Significantly different from the beginning level of the step game.

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Metabolic Responses to Wii FitTM

RESULTS V_ O2max (39.8%), and the highest caloric expenditure


Analyses revealed that %V_ O2max was significantly higher for (4.70 kcalmin21) values were found during intermediate
the intermediate step than for the beginning step game level hula. This could be attributed to the fact that the hula
(Figure 1). Although mean values were higher for the involves more total body movement exercise than step and
intermediate hula game level than for the intermediate step uses more muscle groups. The lowest of these values was
found during the beginning step game. This could be
game level, %V_ O2max was not significantly different between
attributed to the fact that the step game at this lower intensity
games at the intermediate level. Percent V_ O2max ranged from
30.6% for the beginning step to 39.4% for intermediate hula. level involves mostly lower limb work without additional
As expected, caloric expenditure followed the same pattern upper body muscle contractions, with a constant step up and
as %V_ O2max with significantly higher kcalmin21 for the step down on the board compared to the constant swivel
intermediate step and hula than beginning step and hula, motion of the whole body.
significantly greater kcalmin21 for intermediate hula than for Research has been conducted with children playing the
the beginning step, but similar values at the intermediate level Dance Dance Revolution game (1,11,12) and with adults
playing 2 other games, XaviX J-mat and XaviX bowling (7).
for both games (Figure 2).
These investigations have reported increases in HR and
Respiratory exchange ratio was not significantly different
between the intermediate and beginner game levels (Figure 3). caloric expenditure in subjects playing these games. Another
Respiratory exchange ratio values ranged from 0.91 to 0.96. study investigated the effects of the Wii FitTM to improve
The RPE was lowest in the beginning step and highest in balance, strength, and aerobic power in women (30–58 years)
intermediate hula with perceptions of effort significantly over 10 weeks. They found no significant improvements in
affected by game level and intermediate hula being aerobic power based on a 6-minute walk test (9). This study
significantly greater than in the beginning step (Figure 4). did not use open circuit spirometry as we did to measure the
subject’s aerobic power. A recent and very thorough study by
One of the ways in which the physiological responses to
Miyachi et al. (8) compared the caloric costs of a number of
active gaming can be determined to be effective is to compare
the responses to those of other modes of exercise. We Wii FitTM games using a metabolic chamber. The caloric
compared the V_ O2 and energy expenditure rates for expenditure values that were presented for hula and step
beginning and intermediate hula and step to that of grade were within a range similar to those presented in this study,
walking. Using standard equations that predict V_ O2 from but the investigators did not differentiate between stage
walking speed (14), we determined that the lowest V_ O2 value levels, nor did they measure the subjects V_ O2max to
(10.13 mlkg21min21) was equivalent to a walking speed determine the percentage of V_ O2max the active video games
represented.
of 4.02 kmh21 (2.5 milesh21) and the highest V_ O2
Thus, this study clearly demonstrates that the Nintendo
(13.14 mlkg21min21) was equivalent to walking 5.79 kmh21
(3.6 milesh21). Wii FitTM hula game produces greater metabolic stress and
energy expenditure than does the step game with an
equivalent effect of a walking speed .3.5 mph (American
DISCUSSION College of Sports Medicine Metabolic Equations). Moreover,
Data from the study substantiated the hypotheses that the increases in game level significantly increase oxygen con-
video games would elicit a %V_ O2max of approximately 30% sumption and caloric expenditure in these games. Future
and that game level would affect oxygen and caloric cost of studies should consider the effects of age and gender on
the physical activity. This study revealed that the metabolic caloric cost and metabolic responses to the wide variety of
responses to the Wii FitTM games of step and hula elicited Wii FitTM games to develop recommendations for optimal
greater %V_ O2max and energy expenditure values at higher vs. benefit by the general population.
lower game levels of the same game and that greater values
were produced by the intermediate hula compared with the PRACTICAL APPLICATIONS
beginning step game. This is the first investigation to
Data from this study suggest that this form of active video
determine the precise V_ O2, %V_ O2max and caloric expenditure
gaming (step and hula) can be used as an effective mode of
in response to Wii FitTM active gaming at different game
physical activity to improve health in adult women, but that
levels in adults. The data presented in this study suggest that
users should strive to participate at higher (intermediate)
this form of active gaming can be used to generate important
game levels for fitness improvement.
health benefits generally produced by aerobic exercise in
adults, especially at higher game levels.
Playing short intervals of Wii FitTM aerobic games has been ACKNOWLEDGMENTS
compared to light to moderate intensity activities, such as We wish to thank the subjects for participation in the study.
walking or jogging (6), but there are few studies that have We also wish to thank Michelle Francois for her work in the
accurately measured oxygen cost and caloric expenditure of laboratory. There is no disclosure of funding to report for this
these games. In this study, the highest RER (0.96), highest % study.
the TM

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