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Record W2014584688 · doi:10.1249/mss.0b013e31819012bd

Metabolic Requirements of Interactive Video Game Cycling

2009· article· en· W2014584688 on OpenAlexaff
Darren E. R. Warburton, Daniel Sarkany, Mika Johnson, Ryan E. Rhodes, WARREN WHITFORD, Ben T. Esch, Jessica M. Scott, Shirley C. Wong, Shannon S. D. Bredin

Bibliographic record

VenueMedicine & Science in Sports & Exercise · 2009
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of VictoriaUniversity of British ColumbiaUniversity of British Columbia Hospital
Fundersnot available
KeywordsCyclingRating of perceived exertionVideo gameWorkloadHeart rateInteractive videoPerceived exertionComputer scienceMetabolic equivalentPhysical medicine and rehabilitationPhysical therapySimulationPhysical activityMultimediaMedicineBlood pressure

Abstract

fetched live from OpenAlex

BACKGROUND: Interactive video game exercise leads to improved exercise adherence and health-related physical fitness in comparison to traditional stationary cycling. It has been postulated that interactive video game exercise has greater metabolic requirements than traditional cycling; however, this has not been tested to date. PURPOSE: To examine the metabolic requirements of interactive video game exercise in comparison to traditional stationary cycling at matched incremental workloads. METHODS: Fourteen participants (seven males and seven females) were examined during three separate sessions: 1) incremental cycle ergometer exercise for the assessment of maximal aerobic power and peak workload; 2) traditional cycling on a cycle ergometer using 5-min constant workloads of 25%, 50%, and 75% of maximal power output; and 3) cycling using identical constant, relative workloads while playing interactive video games. Measurements of oxygen consumption, heart rate, and rating of perceived exertion were assessed throughout. RESULTS: During interactive video game exercise, steady-state heart rate (26% +/- 18% and 14% +/- 13%), energy expenditure (61% +/- 41% and 25% +/- 21%), and oxygen consumption (34% +/- 17% and 18% +/- 12%) were significantly higher at the constant submaximal workloads of 25% and 50%, respectively. There was no significant difference in rating of perceived exertion between conditions at any workload. CONCLUSIONS: Interactive video game cycling results in greater metabolic requirements (despite similar perceptions of exertion) at submaximal constant workloads than traditional cycling. This form of training may be a novel and an attractive intervention in the battle against physical inactivity and associated health complications.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.002
Threshold uncertainty score0.006

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0020.000

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.

Opus teacher head0.033
GPT teacher head0.377
Teacher spread0.345 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

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".

Quick stats

Citations67
Published2009
Admission routes1
Has abstractyes

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