Adolescent girls' energy expenditure during dance simulation active computer gaming

Samantha G. Fawkner, Alisa Niven, Alasdair G. Thin, Mhairi J. MacDonald, Jemma R. Oakes

    Research output: Contribution to journalArticle

    Abstract

    Abstract The objective of this study was to determine the energy expended and intensity of physical activity achieved by adolescent girls while playing on a dance simulation game. Twenty adolescent girls were recruited from a local secondary school. Resting oxygen uptake V?O2 and heart rate were analysed while sitting quietly and subsequently during ~30 min of game play, with 10 min at each of three increasing levels of difficulty. Energy expenditure was predicted from V?O2 at rest and during game play at three levels of play, from which the metabolic equivalents (METS) of game playing were derived. Mean ± standard deviation energy expenditure for levels 1, 2, and 3 was 3.63 ± 0.58, 3.65 ± 0.54, and 4.14 ± 0.71 kcal min-1 respectively, while mean activity for each level of play was at least of moderate intensity (> 3 METS). Dance simulation active computer games provide an opportunity for most adolescent girls to exercise at moderate intensity. Therefore, regular playing might contribute to daily physical activity recommendations for good health in this at-risk population. © 2010 Taylor & Francis.

    Original languageEnglish
    Pages (from-to)61-65
    Number of pages5
    JournalJournal of Sports Sciences
    Volume28
    Issue number1
    DOIs
    Publication statusPublished - Jan 2010

    Keywords

    • Adolescence
    • Computer gaming
    • Girls
    • Physical activity

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