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 .
Energy expended playing Xbox Kinect™ and Wii™ games: a preliminary study comparing single and multiplayer modes.
OBJECTIVES It has been reported that a higher galvanic skin response is seen when playing video games against another human player than when playing alone , which suggests increased effort . The objectives of this study were to compare energy expenditure when playing two popular active video game consoles , and to compare energy expenditure when playing in single and multiplayer modes . DESIGN Crossover trial with r and omised playing order . PARTICIPANTS Fourteen healthy adults with a mean age of 21 [ st and ard deviation ( SD ) 3 ] years . METHODS AND INTERVENTIONS Energy expenditure was measured using an indirect calorimeter at rest , during 10 minutes of play on Xbox Kinect ™ Reflex Ridge in both single and multiplayer modes , and during 10 minutes of play on Wii ™ Sports Boxing in both single and multiplayer modes . MAIN OUTCOME MEASURES Metabolic equivalents ( METs ) , heart rate , oxygen consumption and kilocalories expended . RESULTS The energy expenditure during all gaming conditions was of a light intensity . Playing on the Xbox Kinect elicited greater energy expenditure than playing on the Wii [ mean difference=0.9 METs , 95 % confidence interval ( CI ) 0.2 to 1.5 ] . Playing games in multiplayer mode led to greater energy expenditure ( mean difference=0.5 METs , 95 % CI 0.1 to 0.9 ) and heart rate ( mean difference=7.9 beats/minute , 95 % CI 2.0 to 13.8 ) than playing in single player mode . CONCLUSIONS No gaming condition required moderate-intensity activity in this group of young healthy adults . Potential explanations for the difference in energy expenditure seen between consoles and modes are discussed
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 .