Home Current Issue Previous Issues Published Ahead-of-Print Collections For Authors Journal Info
Skip Navigation LinksHome > March 2011 - Volume 25 - Issue 3 > Metabolic Responses to Wii Fit™ Video Games at Different Gam...
Journal of Strength & Conditioning Research:
doi: 10.1519/JSC.0b013e318207eae9
Original Research

Metabolic Responses to Wii Fit™ Video Games at Different Game Levels

Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

Press Release
Collapse Box

Abstract

Worley, JR, Rogers, SN, and Kraemer, RR. Metabolic responses to Wii Fit™ video games at different game levels. J Strength Cond Res 25(3): 689-693, 2011-The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %V̇O2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine V̇O2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The V̇O2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %V̇O2max, kcal·min−1, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h−1 (>3.5 miles·h1). This is the first study to determine the percentage of V̇O2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

© 2011 National Strength and Conditioning Association

 

Login

Article Tools

Share

Search for Similar Articles
You may search for similar articles that contain these same keywords or you may modify the keyword list to augment your search.