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Abstract

International Journal of Exercise Science 8(2): 164-173, 2015. Increasing popularity of active video game use as a mode of physical activity prompted this investigation into the physiological differences to playing the Nintendo WiiTM and XBox KinectTM. Differences in motion capture technology between these systems suggests that using one may result in different movement patterns, and therefore physiological responses, than the other. The purpose of this study was to compare the average (10 minute) and peak heart rate (HR, bpm), oxygen consumption (VO2 mL . kg-1 . min-1), and energy expenditure (EE, kcal . kg-1 . hr-1), while playing Boxing and Just Dance 2 (JD2) on the WiiTM and KinectTM. Fifteen college students (7 female, 8 male) completed 10-minute game sessions for WiiTM and KinectTM Boxing, and WiiTM and KinectTM JD2, in random order. Comparisons for average and peak HR, VO2, and EE were made. Average and peak HR, VO2, and EE were greater (p<0.05) while playing Boxing on the KinectTM when compared to Boxing on the WiiTM. Average and peak VO2 and EE were greater (p<0.05) while playing JD2 on the KinectTM when compared to JD2 on the WiiTM. Peak VO2 surpassed the moderate exercise intensity threshold only while playing KinectTM Boxing and KinectTM JD2. Higher physiological responses were experienced when playing Boxing and JD2 on the KinectTM versus the WiiTM. When using active video games as a form of physical activity, these findings demonstrate that the KinectTM is a better choice than the WiiTM.

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