Active Video Games Give Slight Boost To Activity Levels

Posted by juggernautPT on August 06, 2013

Active Video Games Give Slight Boost To Activity Levels
Active Video Games Give Slight Boost To Activity Levels

Network eNews has reported previously on US study findings into the effects of active video games (AVGs), so it is interesting to follow up with more local research findings from Perth, WA.

A study led by Dr Leon Straker at Curtin University, Perth, found that newer generation AVGs increased the level of physical activity that children performed at home.

For the study, the team monitored the effect of 56 children’s activity levels when passive video games were removed or replaced with active games. For eight weeks the study subjects, aged between 10 and 12 years, had all video games removed. For the next eight weeks they had only passive video games in the home, and for the final eight weeks of the study they had only AVGs.

Compared to the period during which only passive video games were in the home, removal of all video games resulted in an increase in physical activity of four minutes and a five-minute decrease in sedentary time. Replacement of passive games with AVGs resulted in a three minute increase in activity and nearly six minute decrease in sedentary time.

Although Straker said that the differences were very small, and in themselves not significant, he noted that increasing percentages of screen time mean that the findings could become more significant; ‘Therefore small changes across a variety of these platforms could result in a more substantial clinical impact.’

The researchers added; ‘While our study focused on the home setting, school offers another opportunity for more active technologies such as sit-stand desks or active-input electronic media as part of lessons.’

More?

Click HERE to read the Network article ‘Are active videogames a challenge to the fitness industry? in which Vaughan Nicholson examines current understanding of the energy expenditure associated with active video games (AVGs) and the impact such gaming can have on balance and physical functioning.


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