Abstract
Physically active video gaming (AVG) provides a technologically-modern, convenient means of increasing physical activity (PA). This study examined cardiovascular, metabolic, and perceptual responses in young adult (AP) and older adult (OP) participants engaging in Wii Fitä AVG play, and compared PA levels during play to recommended PA levels. Heart rate (HR), percent heart rate reserve (%HRR), oxygen consumption (VO2), energy expenditure (EE), rating of perceived exertion (RPE), enjoyment level (EL), and step count data were obtained from 10 YP and 10 OP during 15 minutes of rest and four 15-minute bouts of Wii Fitä activities (yoga, balance, aerobics, strength). For all participants, AVG significantly increased HR, VO2, and EE measures above rest, with significant between-activity differences. Responses were similar between YP and OP, except that the activities were more intense for OP, in terms of %HRR and RPE. Most games elicited responses consistent with light-intensity PA, though peak HR and VO2 values for aerobic and strength games met or approached recommended PA intensities. Wii Fitä appears to provide an enjoyable form of light PA for both YP and OP, which can reduce inactive screen time and provide beneficial cardiovascular, musculoskeletal, and metabolic stimulation.
Recommended Citation
Mullins, Nicole M.; Tessmer, Kathryn A.; McCarroll, Michele L.; and Peppel, Brian P.
(2012)
"Physiological and perceptual responses to Nintendo® Wii Fit™ in young and older adults,"
International Journal of Exercise Science: Vol. 5
:
Iss.
1, Pages 79 - 92.
DOI: https://doi.org/10.70252/DSAH2790
Available at:
https://digitalcommons.wku.edu/ijes/vol5/iss1/9
Figure 2
Wii Fit Figure 1 2012-01-06.JPG (50 kB)
Figure 1
Wii Fit - Title Page 2012-01-06.doc (80 kB)
Wii Fit - Manuscript 2012-01-06.doc (216 kB)