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Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games

2011/06/13 by Wei Peng, Jih‐Hsuan Tammy Lin, Julia Crouse · 3 citations
Medicine · Psychology · Social Sciences · #Physical Activity and Health #Educational Games and Gamification #Impact of Technology on Adolescents #Energy expenditure #Physical activity #Psychology #Physical therapy #Heart rate #Physical medicine and rehabilitation #Promotion (chess) #Medicine #Internal medicine #Political science

paper · doi:10.1089/cyber.2010.0578

openalex publication_date 2011/06/13 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/14

Abstract

This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs--types of AVG, player age, and player weight status--were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.

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