Physiological Cost Of An Active Video Game Versus Other Exercise Modes In University Students
Bibliographic record
Abstract
Physically interactive video games require the movement of large muscle groups and therefore may potentially provide enough physical activity to produce health benefits. A few studies have evaluated their potential for caloric expenditure in children but little is known about their effects in young adults. PURPOSE: The purpose of this study was to determine if a physically interactive video game can provide enough exercise for health benefits in comparison to walking and participating in a fitness boxing video. METHODS: University students were randomly assigned to 6 possible intervention sequences in which all participants completed one 30 min session of each of 3 interventions: Nintendo Wii Sport boxing, brisk walking, and a fitness boxing video. Height, weight, resting heart rate, and maximum heart rate were measured before the intervention. Based on the ACSM Positions Stands for cardiorespiratory and weight management benefits, two target heart rate ranges were calculated for each subject to evaluate possible health benefits associated with cardiorespiratory fitness (65-90% VO2 max) and weight management (55-69% VO2 max). During each intervention, heart rate (HR) and ratings of perceived exertion (Borg RPE) were recorded. A significant difference among the groups was assessed by repeated measures ANOVA. LSD pairwise comparisons were used to perform post hoc evaluations of differences between treatments. RESULTS: 23 subjects (15 women) mean age 21 y, height 172 cm, weight 71 kg, and BMI 24 kg*m-2 completed the study. Differences among and between the mean HR values of the walking (120 ± 17 bpm), Wii (134 ± 21 bpm) and fitness video (163 ± 13 bpm) interventions were all significant. Mean RPE was also significantly different among the walking, Wii, and fitness video interventions (9.6 ± 2.6 vs. 11.5 ± 2.7 vs. 14.4 ± 1.8). The Wii intervention placed 40.9% of the subjects within their weight management target ranges and 27.3% within the more stringent cardiorespiratory fitness benefit range. CONCLUSION: Nintendo Wii Boxing provided marginal physiological stimulus in fit university students. We suggest that benefits may be greater in a less fit population.
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How this classification was reachedexpand
Full frame distilled prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.
Codex and Gemma teacher scores by category
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.001 | 0.000 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.001 | 0.000 |
| Bibliometrics | 0.000 | 0.001 |
| Science and technology studies | 0.000 | 0.001 |
| Scholarly communication | 0.000 | 0.000 |
| Open science | 0.001 | 0.000 |
| Research integrity | 0.000 | 0.000 |
| Insufficient payload (model declined to judge) | 0.000 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one teacher head, not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".