Showing posts with label exercise. Show all posts
Showing posts with label exercise. Show all posts

Wednesday, 2 January 2013

Physiologic Responses and Energy Expenditure of Kinect Active Video Game Play in Schoolchildren.

Stephen R. Smallwood, MSc; Michael M. Morris, MSc; Stephen J. Fallows, PhD; John P. Buckley, PhD

Archives of Pediatric and Adolescent Medicine. 2012;166(11):1005-1009.

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Abstract

OBJECTIVE To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360.

DESIGN Comparison study.

SETTING Kirkby Sports College Centre for Learning, Liverpool, England.

PARTICIPANTS Eighteen school children (10 boys and 8 girls) aged 11 to 15 years.

MAIN EXPOSURE A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer.

MAIN OUTCOME MEASURES Heart rate, oxygen uptake, and energy expenditure.

RESULTS Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min-1 · kg-1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min-1, respectively.

CONCLUSIONS Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h-1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.

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Tuesday, 1 January 2013

Exergames for the elderly: towards an embedded Kinect-based clinical test of falls risk.

Stud Health Technol Inform. 2012;178:51-7.
Garcia JA, Felix Navarro K, Schoene D, Smith ST, Pisan Y.
University of Technology Sydney, FEIT, Australia.

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Abstract
Falls are the leading cause of disability, injuries or even death among older adults. Exercise programmes that include a balance component reduce the risk of falling by 40%. However, such interventions are often perceived as boring and drop-out rates are high. The characteristics of videogames may overcome this weakness and increase exercise adherence. The use of modern input devices, such as the Microsoft Kinect, enables quantification of player performance in terms of motor function while engaging with games. This capability has just started to be explored. The work presented in this paper focuses on the development of a Kinect-based system to deliver step training while simultaneously measuring parameters of stepping performance that have shown to predict falls in older people.

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