Abstract
Objective: Nintendo® (Kyoto, Japan) "Wii™ Sports Boxing" ("Wii Boxing") and Xbox® (Microsoft, Redmond, WA) "Kinect® Sports Boxing" ("Kinect Boxing") are both boxing simulation videogames that are available for two different active videogame (AVG) systems. Although these AVGs are similar, the style of gameplay required is different (i.e., upper body only versus total body movements) and may alter physical activity intensity and one's preference for playing one game over the other. AVGs that elicit the greatest physiologic challenge and are preferred by users should be identified in an effort to enhance the efficacy of physical activity interventions and programs that include AVGs. Materials and Methods: The mean heart rate (HRmean) and peak heart rate (HRpeak) for 27 adults (22.7±4.2 years old) were recorded during four 10-minute conditions: seated rest, treadmill walking at 3 miles/hour, "Wii Boxing," and "Kinect Boxing." Upon completion of all four conditions, participants indicated which condition they preferred, and HRmean and HRpeak were calculated as a percentage of age-predicted maximum heart rate to classify physical activity intensity for the three activity conditions (treadmill, "Wii Boxing," and "Kinect Boxing"). Results: "Kinect Boxing" significantly (P
| Original language | American English |
|---|---|
| Pages (from-to) | 265-270 |
| Number of pages | 6 |
| Journal | Games for Health Journal |
| Volume | 4 |
| Issue number | 4 |
| DOIs | |
| State | Published - Jan 1 2015 |
Disciplines
- Medicine and Health Sciences
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