Active Games Burn Up to Three Times the Calories of Hand-Held Games

Article Tools




Interact With Us



Best of 2011

Top Stories of 2011

The most popular stories of 2011. Did your favorites make our list?

View our Top 12 list here

Resource Center

Buyers Guide

Find industry businesses by product or service categories, view company profiles and more.

View our Buyers Guide

Club Industry Trade Show

The Club Industry Conference and Exposition, held each October in Chicago, is the most comprehensive event in the fitness industry. Learn more about this exciting conference and trade show.

View our Trade Show

Industry Events & Trade Shows

The industry-wide calendar features listings for educational events, trade shows and more.

View our Events Calendar

Classifieds

View classified ads for health club equipment and services, plus business opportunities and job postings.

View Classifieds

Current Issue

Read stories from the latest print issue of Club Industry magazine.

View the Current Issue

E-Newsletter Signup

Breaking news on the industry, people on the move, mergers and acquisitions and much more. Delivered weekly.

INDIANAPOLIS -- Three recent studies show that playing active video games burns more calories than playing sedentary hand-held games. The studies were presented this week at the 55th Annual Meeting of the American College of Sports Medicine (ACSM), Indianapolis.

One of the studies examined energy expenditure for active video games compared to sedentary games to see just how much more exercise kids get when playing systems like the Wii. Gregory Brown, Ph.D., FACSM, and his study team found that Wii Boxing, Wii Tennis, and Dance Dance Revolution (a popular arcade and now at-home dancing game) burned two to three times as many calories as traditional hand-held games. Brown’s study participants included 17 children, all around 11 years old.

“I would still recommend that kids get outdoors and play sports or dance with friends in the real world as opposed to a virtual one,” Brown says. “But if you’re going to play video games, you might as well play ones that get you active and moving.”

Researcher Viki Penpraze conducted a similar study, comparing two active games to a hand-held game and simply watching a DVD. Participants included 13 children, all around 10 years old.

During Dance Mat Mania and Eye-Toy Boxing, where players simulate actual boxers, children’s accelerometer counts of total movements per minute were more than four times the DVD and hand-held game activities. In addition, Penpraze observed a higher level of enjoyment in active gaming.

“Although enjoyment wasn’t officially part of the study, anecdotally, I can say that enjoyment appeared to be much higher in the active games,” Penpraze says. “These active games are more social in nature than watching a DVD or traditional hand-held games. While one player was competing, his or her partner would be cheering for them, which actually might have led to even more energy expenditure.”

A third study from The Netherlands found that perhaps not all active games meet recommended oxygen consumption – and energy expenditure – for children. The research team studied six gaming systems: Dance Dance Revolution, Wii Tennis, Eye-Toy Beach Volleyball, Xerbike, Lasersquash and Apartgame. Results showed that Wii Tennis and Eye-Toy Beach Volleyball did not achieve the level of energy output recommended for children by health and fitness experts in The Netherlands, but the researchers are in consensus that some activity is better than no activity at all. They say future studies on active games should focus on long-term use, effects on weight control, and risks.

“Parents should search for the most active games possible for their kids in order to get children in the habit of exercise,” says Sanne de Vries, M.S., lead author on the study. “But any active game is going to be better for your child physically than a hand-held one.”

Want to use this article? Click here for options!
© 2012 Penton Media Inc.

Sponsored Content

Cardio and Strength Trends
Sponsored by Life Fitness

Core Strength Conditioning
Sponsored by The AB Coaster Company

Group Exercise
Sponsored by LesMills

Technology Resource Center
Sponsored by ABC Financial

Videos

1st Annual Fitness Industry Summit 2011: Introduction

Jay Del Vecchio, World Instructor Training Schools President and CEO

GRAVITY on Total Gym profits everyone

Harness the popularity of Total Gym through world-class GRAVITY Training solutions.

Elevation Series iPod Compatibility

Watch the newest informative video from Life Fitness.



More Video

E-Newsletter

Newsbeat

Delivered once a week, this timely e-newsletter features breaking news, people on the move, mergers and acquisitions, supplier news, industry trends and more.

Subscribe

Most Popular

Most Recent

Insights into what high-level club executives think about their business and industry trends.

View Executive Insights

Practical Internet strategies to help you build customer relationships, increase revenues and lower costs.

View Web Savvy

In This Issue: February 2012 View All Past Issues

Cover Story

The Salvation Army’s Kroc Centers Continue Expansion Across Nation

The Salvation Army’s Kroc Centers are growing in numbers and in the feelings they create in the fitness industry.



View the full issue
| View the digital edition

Subscribe To Club Industry Magazine

In Print and Online

Subscribe today to get the news you need and information you want from our print or digital edition as well as in our e-newsletters.

Subscribe Today!