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Heart Rate Response To Interactive Video Games In Young Adults

2009· article· en· W2082751418 on OpenAlexaffabout
Mika Johnson, Darren E. R. Warburton, Ryan E. Rhodes, Shannon S. D. Bredin

Bibliographic record

VenueMedicine & Science in Sports & Exercise · 2009
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of Victoria
Fundersnot available
KeywordsSession (web analytics)Video gameHeart ratePhysical activityPsychologyInteractive videoGame playHeart rate monitorPhysical therapyMultimediaMedicineComputer scienceInternal medicineBlood pressure

Abstract

fetched live from OpenAlex

Interactive video games are increasingly becoming a popular activity among young adults. We have previously shown that interactive gaming (in a laboratory setting) leads to marked health benefits. However, little is known about the exercise intensities engaged in during free play, and whether these intensities meet international physical activity guidelines for health benefits. PURPOSE: To determine the exercise intensities exhibited during free play of interactive video games. METHODS: Five males (24 ± 2 yr) and five females (22 ± 1 yr) were observed during six one-hour sessions (one session/wk). During each session, participants were given the choice of playing with video games in either an interactive medium (i.e., while exercising) or an inactive medium (i.e., traditional video gaming). Participant behaviour was recorded via video cameras and sessions were coded according to the type of activity displayed. Coded behaviours were then grouped and analyzed in three behavioural clusters: interactive gaming (IG), non-gaming physical activity (NG), and sedentary behaviour (SB). Beat-by-beat heart rate was also recorded throughout each session. RESULTS: Young adults spent the majority of their time engaging in IG (61 ± 14% of the total time), with little time spent in traditional sedentary video game play (6 ± 16%). Females spent 60 ± 21% of total IG time at a heart rate which met or exceeded a level associated with the accrual of health benefits according to Health Canada/CSEP's guidelines. Approximately, 38 ± 9% was spent in "light effort' (i.e., 50-63% of heart rate max), 10 ± 5% was spent in the "moderate effort' zone (i.e., 64-76% of heart rate max) and 12 ± 25% was spent in the "vigorous effort' zone or above (i.e., 77-100% of heart rate max). In comparison, males spent 34 ± 28% of total IG time at a heart rate that met or exceeded the health benefit zone (14 ± 5% in "light effort', 11 ± 12% in "moderate effort', and 9 ± 14% in "vigorous effort'). CONCLUSION: Average heart rates attained during free play involving interactive video games are sufficient to meet international physical activity guidelines for health benefits. These findings have important implications for the design of physical activity interventions, specifically for young adults. FUNDING: Hampton Endowment Research Funds.

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)0.002
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: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.003
Threshold uncertainty score0.005

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.002
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)0.0010.000

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 head0.015
GPT teacher head0.346
Teacher spread0.331 · 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".

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Citations0
Published2009
Admission routes2
Has abstractyes

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