Active exercise videogames, also known as ‘exergames’, are
increasingly popular with those looking to keep fit and keep their
weight levels down. Ever since the pioneering interactive motion
sensor-based Nintendo Wii first burst onto the scene in December 2006,
the demand for games has been huge that require the user to exert a high
level of energy. In particularly the ‘Just Dance’ videogame series has
seen its sales skyrocket in the last few years, as well as various
exercise games such as Zumba Fitness on the Nintendo Wii, or the X-Box
360’s Kinect Sports range.
However, just how effective are these games for weight maintenance,
do they promote an attitude of actually getting in the gym to engage in
rigorous exercise and how do they compare to getting out of the house
and doing the exercises for real. Researchers from Michigan State
University decided to find all this out for themselves.
One of the head researchers, Wei Pang, and colleagues decided to
conduct a review of 41 previously published active videogame (AVG)
studies. They deduced that only 3 of these studies were successful in
persuading people to become more physically active and that the
exergames usually only can ever provide users with ‘light-to-moderate’
physical activity which Wei says is nowhere near as effective as ‘real
life exercise’.
Wei commented, “For those not engaging in real-life exercise, this
may be a good step toward this. Eventually the goal is to help them get
somewhat active and maybe move to real-life exercise. Some people are
very enthusiastic about exergames. They think this will be the perfect
solution to solve the problem of sedentary behaviour. But it’s not that
easy.”
It is recommended by many health authorities that adults undertake at
least 150 minutes of moderate-to-vigorous-intensity physical activity
each week, equivalent to 30 minutes per day for five days. According to
Peng, the videogames are not sufficient in keeping with these guidelines
and providing the necessary levels of intensity. Despite this however,
she does appreciate the positives that can be taken from the exergames.
She further said, “The games do have the potential to be useful.
Especially for populations that are more suitable to light-to-moderate
activity – seniors, for example. Just giving the games to people may not
be a good approach. They may not use it or use it effectively. It’s
better if used in a structured program where there are more people
participating.”
At the end of the review, study authors also discussed the use of
AVGs within different technology devices such as tablets or mobile
phones and they said, “Additionally, mobile smart phones, tablet
computers, and other portable gaming devices are emerging as possible
AVG platforms. Besides their portability, these plat- forms also offer
functions such as geospatial location tracking, pedometers,
location-based knowledge presentation, and many other technologically
sophisticated features that will make AVGs increasingly accessible and
easily incorporated into daily life.”
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