journal article·2023-09-27Open access

Classification of Exergames with Different Types: Perceptual and Physiological Responses in College Students

Cihan Aygün, Hayriye Çakır-Atabek

Applied Sciences· Volume 13· Issue 19

Abstract

This study aimed to (i) investigate and compare the effects of five different types of active video games (AVGs) on physiological and perceptual variables, (ii) categorize the AVGs’ physical activity (PA) intensity according to ACSM classification, and (iii) investigate the correlation between rating of perceived exertion (RPE) and enjoyment score within each AVG. Twelve college students participated in this study. Each AVG was played randomly for 15 min on non-consecutive days. The physiological variables were measured with a breath-by-breath system continuously during the AVGs and resting conditions. The AVGs significantly increased oxygen consumption, respiratory exchange ratio, energy expenditure, metabolic equivalent, and heart rate compared to rest conditions (p < 0.001). According to ACSM criteria, Fruit Ninja, Just Dance, and Shape-Up Muscle games were defined as moderate PA (MET = 4.07, 5.46, and 5.25; RPE = 10.33, 10.42, and 14.67 respectively) and Shape-Up Cardio, and Fighter Within games were defined as vigorous PA (MET = 6.83, and 7.03; RPE = 13.92, and 13.75 respectively). All games were enjoyable (>27). Young adults can get the recommended PA intensity with AVGs, burning 80–150 kcal in 15 min. The findings suggest that energy expenditure may be similar among different types of AVGs. However, skeletal muscle energy metabolism may differ according to the type of AVG.
Source: crossref · Quality: baseline

Research context

OpenAlex topics: Physical Activity and Health · Children's Physical and Motor Development

SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.

Affiliations

Department of Coach Training, Faculty of Sport Sciences, Eskişehir Technical University, Eskişehir 26555, Turkey

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