Guest guest Posted September 27, 2008 Report Share Posted September 27, 2008 Virtual fitness gets real Video games - once associated with health problems - are now becoming part of the solution By J. Light http://biomech.com/current_full_article/?ArticleID=151 America's younger population today finds itself in the grip of a battle involving several health problems, such as obesity and type 2 diabetes, which were once associated mainly with older adults. In an effort to help patients stave off these conditions, fitness researchers and experts are now reaching for the most unlikely of solutions to motivate youth to get off the couch and get fit: a video game remote. A new wave of fitness video games may be key to combating sedentary behaviors that are at the heart of assorted health problems, according to recent research. Video games have in the past been demonized for encouraging inactivity among youth. In an unusual about-face, however, a new type of video game system has become part of the solution. So-called fitness video gaming systems, which require more physical activity than traditional sedentary systems, can actually lead to better health, according to some recent research. " Exergaming " is the buzzword used to describe video games that—beyond their inherent entertainment value—demand a certain amount of physical activity by those playing them. This new wave of interactive video games may be just the type of thing to induce youth to spend more time exercising and less time sitting, according to research presented in May at the 55th Annual Meeting of the American College of Sports Medicine. In fact, these games have been found to increase heart rate, oxygen consumption, and energy expenditure (EE) in children by two to three times when compared with sitting quietly or playing traditional handheld games, according to a study from the University of Nebraska at Kearney presented at the ACSM Meeting. " If someone is going to play video games, physically active video games are better than just sitting on the couch moving your fingers, " said lead author Brown, PhD, graduate program committee chair of the health, physical education, recreation, and leisure department at UNK. Brown and his colleagues found that while a child was engaged in virtual play, his or her average heart rate increased about 33%—from 80 beats per minute to 120 bpm—about what one could expect when walking or dancing slowly, according to Brown.The research team studied 25 children from the local community (15 boys, 10 girls) whose average age was 11. All participants were assessed for body composition using dual-energy x-ray absorptiometry. Aerobic fitness was measured with a treadmill and a ParvoMedics TrueOne metabolic measurement system. The children played three video games that demanded physical activity and one sedentary game for 15 minutes each in random order. The active games were Wii Boxing and Wii Tennis, by Nintendo, and Dance Dance Revolution, by Konami, a game where participants stand in front of a monitor and dance in step to instructions and graphics on the screen. The sedentary game was Grand Turismo 4, by Polyphony Digital. The children rested for five minutes between game sessions. Heart rate, oxygen consumption, and EE were measured during play using the same instruments that were used for the aerobic fitness assessment. Researchers analyzed the data using a two-factor (gender x intervention) repeated measures ANOVA. Researchers combined the data for boys and girls because they did not find gender-related differences in any measured variable. The investigators discovered that the children's heart rates were higher while they played Dance Dance Revolution than while playing Wii Tennis. Heart rates were highest, however, during sessions of Wii Boxing. Oxygen consumption relative to body mass was higher while playing all three active video games than at rest or while playing a sedentary video game. Furthermore, there was no difference in relative oxygen consumption between the three video games demanding physical activity (Wii Tennis elicited 25.3% ± 2.9% V02 max; Wii Boxing, 32.5% ± 2.7% V02 max; and Dance Dance Revolution, 31.5% ± 3.8% V02 max). " The energy expenditure of playing active video games is still not what one would expend while really playing sports, " Brown said. " These video games are not a substitute for exercise. " A similar study, also reported at the ACMS meeting, showed that children burn two to three times as many calories while playing active video games as they do when watching a DVD or playing a traditional hand-controlled video game. Thirteen 10-year-olds participated in the study from the University of Glasgow, in the U.K., which compared the effects of playing two active games with playing a handheld game or watching a Simpsons DVD. When the children played Dance Mat Mania (Senario Entertainment) and Eye Toy Boxing (Sony Computer Entertainment), their heart rates jumped from 80 bpm to 160 bpm, which is equivalent to what one might experience while walking briskly or even jogging. Children's accelerometer counts of total movements per minute were more than four times higher while playing active video games than during DVD-watching and sedentary handheld gaming activities. In fact, researchers from this study found that when the children watched a DVD or played a traditional hand-controlled video game, they did not burn any more calories than they would by reading a book. All fitness games are not created equal Most people would agree that any active game is better for a child than a handheld one. But not all fitness video games promote the same level of exercise intensity, according to a study from the Netherlands presented at the ACSM meeting. The researchers found that children did not burn as many calories playing Wii Tennis and Eye Toy Volleyball as they did while playing four other interactive games: Dance Dance Revolution, Xerbike (Motion Kids), Lasersquash (Laserpro Games), and Apartgame (O-dynamic Games). The investigators sought to assess the EE of six active computer games in relation to the Netherlands' physical activity guidelines. Twelve children (six boys, six girls; ages seven to 13 years) participated in the study. The Cortex Vmas ST system for oxygen consumption measurement and the Actigraph accelerometer (attached on each subject's wrist and hip) were simultaneously used for estimating EE. Heart rate was measured using Finnish heart rate monitoring equipment. The measurements lasted five minutes, and the last four minutes of time spent playing the video games were used for analyses. Direct measurement of oxygen consumption showed that four of the six interactive computer games promote a sufficient level of exercise intensity to meet the Dutch physical activity intensity level guidelines for children (five to eight metabolic equivalents [METS] for moderate-intensity activities). However, the games did not meet the ACSM recommendations for moderate-intensity physical activity. Wii Fit offers biofeedback The Wii Fit system, released by Nintendo in May, offers 40 games in four categories: yoga, aerobics, balance, and strength training. Each of these categories offers just four or five choices at first, but the longer a user exercises, the more options he or she " unlocks. " New exercises are " opened " once a player performs at a certain level. For example, there are two tightrope activity levels: basic and advanced. A player has to get across the tightrope within a certain time to reach the more advanced level. In other situations, if a player performs well on a yoga pose, a new pose opens. The more experienced a player becomes, the more yoga poses he or she gets to choose from. The system features a motion-sensitive controller that looks like a television remote control and that can quickly sense the user's movements and translate them into onscreen action. When a player holds a remote in hand and makes a swing motion as if he or she is hitting a tennis ball, for example, the character on screen mimics the player's movement in real-time. The Wii Fit's main accessory, however, is a 12 x 20-inch plastic balance board that looks like a smaller version of the steps used in aerobics classes. The biofeedback component measures how steadily the player holds each pose in addition to proper weight distribution. The Wii Fit acts as a force plate that measures a player's weight distribution and sway. That information is provided after completion of an exercise to help a player understand his or her performance and—hopefully—improve it the next time. If a user selects strength training, he or she can choose between single-leg extensions, torso twists, lunges, jackknifes, and a push- up/side-plank combo. The balance board can't tell the user if he or she is doing the exercise correctly. It can only count how many times a user does it (when he or she touches the board). " I think that some of the instructions are better than others, " said Judith Deutsch, PhD, a professor of developmental and rehabilitative sciences at the University of Medicine and Dentistry of New Jersey, who, in addition to observing adult stroke patients use the Wii Fit, has used it herself. " Instructions for some of the balance activities, like the tightrope walk, were not very clear to me, which made it difficult to achieve success. In contrast, the aerobic activity of walking was very clear and made it easy to succeed in that activity, " she said. Deutsch has also tested all of the Wii fitness exercise categories herself. She says that she found some of the biofeedback information useful at times and a little distracting at others. " The information on how to shift your weight during the sky jump made it easier for me to get a longer jump. However, this was not the case when I was doing the sun salutation in yoga, " Deutsch said. " When I would bend down, I could not see the center-of-pressure measurement and I wondered how I was doing. " The summary feedback, which tells the user where his or her center of pressure was for the whole exercise, was very useful for the sun salutation, according to Deutsch. However, she could not use it to make any corrections during the exercise. Overall, Deutsch feels that the human engagement the Wii Fit program promotes with the games and biofeedback is its biggest benefit. The Wii Fit could be improved, however, if it were to incorporate a customization option for specific rehabilitation applications. " It is a new toy, but I am sure that [fitness experts] are trying it out, " Deutsch said. " We are learning how to use it to help stroke patients improve their mobility and balance. " Wii knees and other injuries As with any real sport, there is a risk of injury while playing virtual sports. Among the types of injuries being reported, some are caused by repeated overuse while others are caused by overexertion. In one case, a 16-year-old boy injured his knee while playing Nintendo Wii. When the boy showed up at the emergency room of Leeds Teaching Hospitals in the U.K., the knee was acutely swollen and painful, according to the article published in the May issue of Skeletal Radiology. Initial radiographs revealed effusion and an osteochondral fracture. Magnetic resonance imaging showed evidence of lateral patella dislocation with medial patellofemoral ligamentous damage and a large femoral osteochondral fracture. The patient was successfully treated with surgical fixation of the osteochondral fragment and medial patellofemoral ligament repair. In another case, acute " wii-itis " of the upper extremity was reportedly caused by prolonged participation in a physically interactive virtual video game. The case report, published in Emergency Radiology in March, reported that an unenhanced MRI demonstrated marked abnormality within several muscles of the shoulder and upper arm, without evidence of macroscopic partial- or full-thickness tearing of the muscle or of intramuscular hematoma. Arthur Rettig, MD, an orthopedic surgeon from the Methodist Sports Medicine Center in Indianapolis, believes that clinicians will begin to see more overuse injuries like these due to the Wii Fit games. However, he doesn't think that wii-itis will be a common occurrence because virtual exercise is not as stressful as performing an actual sport. " I doubt that the risks of virtual exercise will outweigh the benefits in the long haul, " he said. " However, it is probably a good idea to educate Wii players about such risks. " To avoid virtual fitness game injuries, Rettig suggests limiting play to a couple of hours at any given time. He also advises players to take breaks between gaming sessions. " If you start feeling soreness and pain in any area, rest and stretch the muscles that are involved in play prior to the activity, " he said. " This could help virtual fitness gamers avoid overuse injuries. " Icing the muscles used after activities may help as well. Mark , PhD, a staff radiology consultant in the musculoskeletal division of the diagnostic radiology department at the Mayo Clinic in Rochester, MN, and one of the authors of the case study, said that, in simple terms, the upper extremity injury resulted from the patient playing the game too vigorously for too long. " I imagine it is pretty easy to get caught up in these entertaining games and not realize the types of excessive awkward movements you are doing, " said. " The mind thinks you are bowling with the typical resistance of a 10-pound or heavier bowling ball, but you are really exerting forces against a much lighter resistance, which can cause some awkward deceleration forces. " said that he cannot make any specific recommendations to avoid injury with use of the Wii or virtual fitness exercise in general. Injuries do occur, he pointed out, and are usually the product of excessive repetitions with excessive awkward forces. " I doubt any specific training or stretching would prevent this injury, " he said. His advice is to simply not play too forcefully for too long. Virtual fitness becomes a reality Recent research suggests that the more one plays a virtual game, the more fit one becomes. Results from this study, conducted at Hofstra University in Hempstead, NY, were published in the March-April issue of the Journal of American College Health.Nineteen male college students—12 experienced Dance Dance Revolution players and seven inexperienced ones—completed maximal oxygen uptake assessments and a 30-minute Dance Dance Revolution gaming session. Experienced video game players showed a higher exercise heart rate, perceived exertion rate, respiratory exchange rate, oxygen consumption, total and relative EE, and exercise intensity than did inexperienced players. They also took less time and fewer steps to expend 150 kilocalories (P <.05) than less adept players. Researchers concluded that participants with greater playing experience can work at higher intensities, which can promote greater energy expenditure. " Exertainment " video games may still have a way to go before they earn a solid reputation as a respectable source for exercise in the fitness arena. Although most experts agree that there is still no substitute for playing the sport itself, it seems clear that computer- based fitness systems like the Nintendo Wii are clearly appealing to a population of Americans that is in desperate need of a fitness regime adjustment. Active video games may be a successful tool to promote physical activity among children. But fitness experts, like scientific researcher Simons, a researcher from the Organization for Applied Scientific Research in Delft, the Netherlands, still recommend that children play regular sports outdoors. " The feeling of playing real sports, the social interaction, and getting fresh air and sunshine cannot be reached by playing computer games, " Simon said. " But for children who are not interested in sports or don't have the possibility to play outside, active computer games could be a successful tool to promote physical activity. Active gaming should not replace regular sports but should serve as a replacement for sedentary activities, like watching television and playing conventional inactive computer games. " Quote Link to comment Share on other sites More sharing options...
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