However , effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing duration s of exergame activity between studies .
Conclusion This review suggests that exergames are able to increase PA among overweight individuals .
However , the inconsistent results and the overall poor or moderate method ological quality do not permit judgment on whether exergames are suitable to meet PA guidelines in this target group .
Background The majority of patients with overweight and type 2 diabetes show insufficient levels of daily physical activity ( PA ) and usually are among the least likely to engage in or adhere to any form of generic PA .
Active video games ( exergames ) may be a solution to motivate these individuals to overcome their sedentary lifestyle .
Objectives This systematic review was conducted to review the current evidence for the effectiveness of exergaming in overweight and type 2 diabetes mellitus and thus to evaluate the suitability of these games to be used as tools for exercise promotion that meet current PA guidelines .
Comparison Between Nintendo Wii Fit Aerobics and Traditional Aerobic Exercise in Sedentary Young Adults
Abstract Douris , PC , McDonald , B , Vespi , F , Kelley , NC , and Herman , L. Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults . J Strength Cond Res 26(4 ) : 1052–1057 , 2012—Exergaming is becoming a popular recreational activity for young adults . The purpose was to compare the physiologic and psychological responses of college students playing Nintendo Wii Fit , an active video game console  , vs. an equal duration of moderate-intensity brisk walking .  Twenty-one healthy sedentary college-age students ( mean age 23.2 ± 1.8 years ) participated in a r and omized , double cross-over study , which compared physiologic and psychological responses to 30 minutes of brisk walking exercise on a treadmill vs. 30 minutes playing Nintendo Wii Fit “ Free Run ” program . Physiologic parameters measured included heart rate , rate pressure product , respiratory rate , and rating of perceived exertion . Participants ' positive well-being , psychological distress , and level of fatigue associated with each exercise modality were quantified using the Subjective Exercise Experience Scale . The mean maximum heart rate ( HRmax ) achieved when exercising with Wii Fit ( 142.4 ± 20.5 b·min−1 ) was significantly greater ( p = 0.001 ) compared with exercising on the treadmill ( 123.2 ± 13.7 b·min−1 ) . Rate pressure product was also significantly greater ( p = 0.001 ) during exercise on the Wii Fit . Participants ' rating of perceived exertion when playing Wii Fit ( 12.7 ± 3.0 ) was significantly greater ( p = 0.014 ) when compared with brisk walking on the treadmill ( 10.1 ± 3.3 ) . However , psychologically when playing Wii Fit , participants ' positive well-being decreased significantly ( p = 0.018 ) from preexercise to postexercise when compared with exercising on the treadmill . College students have the potential to surpass exercise intensities achieved when performing a conventional st and ard for moderate-intensity exercise when playing Nintendo Wii Fit “ Free Run ” with a self-selected intensity . We concluded that Nintendo Wii Fit “ Free Run ” may act as an alternative to traditional moderate-intensity aerobic exercise in fulfilling the American College of Sports Medicine requirements for physical activity
However , effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing duration s of exergame activity between studies .
Conclusion This review suggests that exergames are able to increase PA among overweight individuals .
However , the inconsistent results and the overall poor or moderate method ological quality do not permit judgment on whether exergames are suitable to meet PA guidelines in this target group .
Background The majority of patients with overweight and type 2 diabetes show insufficient levels of daily physical activity ( PA ) and usually are among the least likely to engage in or adhere to any form of generic PA .
Active video games ( exergames ) may be a solution to motivate these individuals to overcome their sedentary lifestyle .
Objectives This systematic review was conducted to review the current evidence for the effectiveness of exergaming in overweight and type 2 diabetes mellitus and thus to evaluate the suitability of these games to be used as tools for exercise promotion that meet current PA guidelines .