Wii Tennis Play for Low-Income African American Adolescents’ Energy Expenditure

Vol.5,No.1(2011)

Abstract
Exergames, which are video games that require gross motor activity, are popular activities that produce energy expenditure. Seventy-four low-income African American 12- to 18-year-old adolescents were randomly assigned to a 30-minute condition: 1) solitary Wii tennis exergame play against virtual peers; 2) social Wii tennis exergame play against a real peer; or 3) control group with sedentary computer activity. Adolescents were tested for caloric expenditure after exposure to treatment conditions as well as on a tennis court using Actical accelerometers. Adolescents who played the social exergame against a peer expended significantly more energy than those who played alone. Both exergame groups expended more energy than the control group. Adolescents who played the social exergame also expended comparable calories to actual tennis court play during a simulated lesson. Exergames, then, could promote physical activity, thereby becoming a tool to combat the obesity crisis that is affecting many youth.

Keywords:
physical activity; video games; exergames; accelerometer
Author biographies

Amanda E. Staiano

Author photo Amanda E. Staiano, Ph.D., M.P.P., is now a post-doctoral research fellow in the Physical Activity and Obesity Epidemiology laboratory at Pennington Biomedical Research Center in Baton Rouge, Louisiana. Dr. Staiano earned a Masters in Public Policy at the Georgetown Public Policy Institute and her Ph.D. in the Human Development and Public Policy track of the Psychology department at Georgetown University. Her main research focus is how physical activity and obesity impact cardiovascular risk factors and mortality in children and adults, and how digital technologies such as exergames (i.e. video games that require gross motor activity) influence adolescents' physical, cognitive, and social health.

Sandra L. Calvert

Author photoSandra L. Calvert, Ph.D., Professor of Psychology at Georgetown University, is the co-founder and Director of the Children’s Digital Media Center, a multi-site interdisciplinary research center funded by the National Science Foundation and the Robert Wood Johnson Foundation. Her current research focuses on the effects of media on early development and on the effects of interactive media and food marketing on children’s diets and health. In the gaming area, she is studying how advergames can be used to improve children’s selection of, and consumption of, healthy foods and beverages, as well as how exergames, such as Wii Active, can lead to weight loss, improved friendships, improved self-efficacy, and improved cognitive functioning among low-income overweight and obese African American adolescents.

Dr. Calvert has authored more than 70 empirical journal articles and book chapters as well as seven books. Her books include Children’s Journeys Through the Information Age (McGraw-Hill, 1999), Children in the Digital Age: Influences of Electronic Media on Development (co-edited with Amy B. Jordan & Rodney R. Cocking, Greenwood Publishing Group, 2002) and the Handbook of Children, Media, and Development (co-edited with B.J. Wilson, Wiley-Blackwell Publishing, 2008, 2011). She has served on two committees for the National Academies, leading to four committee co-authored books including Food Marketing to Children and Youth: Threat or Opportunity (2006) and Youth, Pornography, and the Internet (2002).

Professor Calvert is a fellow of Division 7 of the American Psychological Association. She serves on Advisory Boards for the Joan Ganz Cooney Center, PBS Kids Next Generation, and Children Now, and she has consulted for numerous companies to improve the quality of children’s media.

References

Ainsworth, B. E., Haskell, W. L., Whitt, et al. (2000). Compendium of physical activities: An update of activity codes and MET intensities. Medicine and Science in Sports and Exercise, 32, S498-S516.

American College of Sports Medicine. (2005). American College of Sports Medicine's Guidelines for Exercise Testing and Prescription. 7th ed. Philadelphia: Lippincott Williams and Wilkins.

Bassett, D. R., & Dinesh, J. (2010). Use of pedometers and accelerometers in clinical populations: Validity and reliability issues. Physical Therapy Reviews, 15, 135-142.

Bausch, L., Beran, J., Cahanes, S., & Krug, L. (2008). Physiological responses while playing Nintendo Wii Sports. Journal of Undergraduate Kinesiology Research, 3, 19-25.

Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics and Adolescent Medicine, 161, 684-689.

Esliger, D. W., Copeland, J. L., Barnes, J. D., & Tremblay, M. S. (2005). Standardizing and optimizing the use of accelerometer data for free-living physical activity monitoring. J Phys Act Health, 3, 366-383.

Esliger, D. W., Probert, A., Gorber, S. C., Bryan, S., Laviolette, M., & Tremblay, M. S. (2007). Validity of the Actical accelerometer step-count function. Med Sci Sports Exerc, 39, 1200-1204.

Esliger, D. W., & Tremblay, M. S. (2006). Technical reliability assessment of three accelerometer models in a mechanical setup. Med Sci Sports Exerc, 38, 2173–81.

Fulton, J. E., Carroll, D. D., Galuska, et al. (2011). Physical activity levels of high school students – United States, 2010. Morbidity & Mortality Weekly Report, 60(23), 773-777.

Graves, L. E. F., Ridgers, N. D., & Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents’ energy expenditure whilst playing Nintendo Wii. European Journal of Applied Physiology, 104, 1439-6319.

Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2007). Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. British Medical Journal, 335,1282-1284.

Heil, D. (2006). Predicting activity energy expenditure using the Actical activity monitor. Research Quarterly for Exercise and Sport, 77, 64-80.

Höysniemi, J., Aula, A., Auvinen, P., Hönniköinen, J., & Hömölöinen, P. (2004). Shadow boxer: A physically interactive fitness game. Nordic Conference on Human-Computer Interaction, 82, 389-392.

Kerr, J., Norman, G. J., Sallis, J. F., & Patrick, K. (2008). Exercise aids, neighborhood safety, and physical activity in adolescents and parents. Medicine & Science in Sports & Exercise, 40, 1244-1248.

Kuczmarski, R. J., Ogden, C., Guo, S. S., et al. (2000). CDC growth charts for the United States: Methods and development. Vital Health Stat 11, 246, 1-190.

Lucas, K., & Sherry, J. L. (2004). Sex differences in video game play: A communication-based explanation. Communication Research, 31, 499-523.

Luke, R. C. (2005). Oxygen cost and heart rate response during interactive whole body video gaming. Masters Thesis, California State University, Fresno.

Maddison, R., Mhurchu, C. N., Jull, A., Jiang, Y., Prapavessis, H., & Rodgers, A. (2007). Energy expended playing video console games: An opportunity to increase children's physical activity? Pediatric Exercise Science, 19, 334-343.

McGinnis, J. M., Gootman, J. A., & Kraak, V. I. (Eds.) and the Committee on Food Marketing and the Diets of Children and Youth, Food and Nutrition Board, Board on Children, Youth, and Families, Institute of Medicine of the National Academies. (2006). Food Marketing to Children and Youth: Threat or Opportunity? Washington, D.C.: The National Academies Press.

Meaney, K. S., Dornier, L. A., & Owens, M. S. (2002). Sex-role stereotyping for selected sport and physical activities across age groups. Perceptual & Motor Skills, 94, 743-9.

Ogden, C. L., Carroll, M. D., Curtin, L. R., Lamb, M. M., & Flegal, K. M. (2010). Prevalence of high body mass index in US children and adolescents, 2007-2008. The Journal of the American Medical Association, 303, 242-249.

Paw, M. C. A., Jacobs, W., Vaessen, E., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11, 163-166.

Puyau, M. R., Adolph, A. L., Vohra, F. A., Zakeri, I., & Butte, N. F. (2004). Prediction of activity energy expenditure using accelerometers in children. Medicine & Science in Sports & Exercise, 36, 1625-1631.

Raudsepp, L., Viira, R., & Hannus, A. (2010). Prediction of physical activity intention and behavior in a longitudinal sample of adolescent girls. Perceptual & Motor Skills, 110, 3-18.

Rideout, V. J., Foehr, U. G., & Roberts, D. F. (2010). Generation M2: Media in the Lives of 8- to 18-year-olds. The Henry J. Kaiser Family Foundation. Retrieved from http://www.kff.org/entmedia/upload/8010.pdf

Ridley, K., & Olds, T. (2001). Video center games: Energy cost and children’s behaviors. Pediatric Exercise Science, 13, 413-421.

Smith, A. L. (2003). Peer relationships in physical activity contexts: A road less traveled in youth sport and exercise psychology research. Psychology of Sport and Exercise, 4, 25-39.

Staiano, A. E., & Calvert, S. L. (2011a). Exergames for physical education courses: Physical, social, and cognitive benefits. Child Development Perspectives, 5, 93-98.

Staiano, A.E. , & Calvert, S. L. (2011b). The promise of exergames as tools to measure physical health. Entertainment Computing, 2, 17-21.

Summerbell, C. D., Waters, E., Edmunds, L. D., Kelly, S., Brown, T., & Campbell, K. J. (2005). Interventions for preventing obesity in children. Cochrane Database Syst Rev, 3, CD001871.

Tan, B., Aziz, A. R., Chua, K., & The, K. C. (2002). Aerobic demands of the dance simulation game. International Journal of Sports Medicine, 23, 125-129.

Unnithan, V. B., Houser, W., & Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27, 804-809.

Vandewater, E., & Cummings, H. (2008). Media use and childhood obesity. In S. L. Calvert & B. J. Wilson (Eds.), Blackwell Handbook of Children, Media, and Development (pp. 355-380). Boston: Wiley-Blackwell.

Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition. ACM International Conference Proceeding Series, 38. Proceedings of the second international conference on entertainment computing. Pittsburgh, Pennsylvania, 1-9.

World Health Organization. (2003). Obesity and overweight. Retrieved from http://www.who.int/dietphysicalactivity/media/en/gsfs_obesity.pdf

Metrics

762

Views

1187

HTML views