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Author Topic: Computer Games  (Read 257 times)
Smartie
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« on: July 28, 2008, 12:39:30 PM »

British Journal of Sports Medicine 2008;42:592-594

Energy expenditure in adolescents playing new generation computer games
Lee Graves, Gareth Stratton, N D Ridgers, N T Cable

Objective: To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games.

Design: Cross sectional comparison of four computer games. Setting Research laboratories.

Participants: Six boys and five girls aged 13–15 years.

Procedure: Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports).

Main outcome measure: Predicted energy expenditure, compared using repeated measures analysis of variance.

Results: Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kl/kg/min greater when playing active rather than sedentary games.

Conclusions: Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.



I think that this is an incredibly interesting topic for us therapists in this day in age. I for one, am guilty of substituting the Nintendo Wii for proper exercise due mainly to time restraints. I think this research would be interesting if repeated using the new Wii Fit board, as this is what I am currently relying heavily upon instead of real training.

As Sports Therapists, what can we do to persuade children and adults alike that although these products are being promoted as good for fitness, there is not really a substitute for real exercise?
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Muscolino
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« Reply #1 on: July 29, 2008, 09:31:09 AM »

First thing Monday morning, my first patient was a female (26 y.o) student, who complained of elbow pain following intense, long bouts of using these virtual computer game things

she presented with medial epicondyle pain, which came on after recently (6weeks ago) purchasing a Wii console ( I have no idea about the actual terminology), she said she has been playing 'non stop' for a few weeks, and now has aching sensations on the inside of her right elbow. It has effected her (virtual) playing, and wants to get this sorted, as she is quite competitive with her boyfriend

My first virtual injury... wow...
I bet that’s something i would never had thought I would be saying a decade ago
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