Journal of Exercise Science & Fitness
Volume 9, Issue 1 , Pages 24-30, 2011

Play Pattern of Seated Video Game and Active “Exergame” Alternatives

Institute of Human Performance, University of Hong Kong, Pokfulam, Hong Kong, CHINA

Article Outline

The purpose of the study was to compare the play pattern of “exergames” and seated internet-based video games between boys and girls. Seventy-nine participants (40 boys, 39 girls) aged 9 to 12 years (M = 10.85 ± 0.9) were involved in two 1-hour video game sessions. Play pattern in terms of frequency, duration and intensity were assessed from observation, accelerometry and heart rate monitoring. Results indicated that children spent half of the available time playing the activity-promoting exergames (XaviX bowling 47.6 ± 14.9%; XaviX J-Mat 48.8 ± 12.8%). No differences between the boys and girls were apparent for total time played, number of play bouts or duration per bout (p ≥ 0.05). Boys however played both exergames more actively than the girls (XaviX bowling RT3 counts.s−1: boys 10.47 ± 4.71, girls 6.34 ± 2.76; XaviX J-Mat RT3 counts·s−1: boys 66.37 ± 13.84, girls 51.94 ± 17.83). This study concludes that both boys and girls choose to play exergames for similar periods of time, but play style during the XaviX bowling was often inactive in the girls and during the XaviX J-Mat less active in the girls than the boys. Reasons underlying choice of play was similar between the girls and boys. Active video games appear to be suitable for longer-term physical activity interventions in children, but attention will need to be given to the intensity of game play in girls.

Keywords:  choice behavior , gender , physical activity , play and play things , video games

No full text is available. To read the body of this article, please view the PDF online.

 

Back to Article Outline

References 

  1. Biddiss E , Irwin J . Active video games to promote physical activity in children and youth: a systematic review . Arch Pediatr Adolesc . 2010;164:664–672
  2. Cherney ID , Poss JL . Sex differences in Nintendo WiiTM performance as expected from hunter-gatherer selection . Psychol Rep . 2008;102:745–754
  3. Chu EY , McManus AM , Yu CC . Calibration of the RT3 accelerometer for ambulation and non-ambulation in children . Med Sci Sports Exerc . 2007;39:2085–2091
  4. Clarke D, Duimering PR (2006). How computer gamers experience the game situation: a behavioral study. ACM Comput Entertainment 4: Article 6.
  5. Cole TJ , Bellizzi MC , Flegal KM , Dietz WH . Establishing a standard definition for child overweight and obesity worldwide: international survey . BMJ . 2000;320:1240–1243
  6. Dietz TL . An examination of violence and gender role portrayals in video games: implications for gender socialization and aggressive behaviour . Sex Roles . 1998;38:425–442
  7. Foley L , Maddison R . Use of active video games to increase physical activity in children: a (virtual) reality? . Pediatr Exerc Sci . 2010;22:7–20
  8. Graf DL , Pratt LV , Hesteer CN , Short KR . Playing active video games increases energy expenditure in children . Pediatrics . 2009;124:534–540
  9. Graves LE , Ridgers ND , Stratton G . The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii . Eur J Appl Physiol . 2008;104:617–623
  10. Hamilton MT , Healy GN , Dunstan DW , Zderic TW , Owen N . Too little exercise and too much sitting: inactivity physiology and the need for new recommendations on sedentary behavior . Curr Cardiovasc Risk Rep . 2008;2:292–298
  11. Hoeft F , Watson CL , Kesler SR , Bettinger KE , Reiss AL . Gender differences in the mesocorticolimbic system during computer gameplay . J Psychiatr Res . 2008;42:253–258
  12. Kafai Y , Heeter C , Denner J , Sun JY . Beyond Barbie and Mortal Kombat. New Perspectives of Gender and Gaming . Cambridge, Massachusetts: MIT Press; 2008;
  13. Lanningham-Foster L , Foster RC , McCrady SK , Jensen TB , Mitre N , Levine JA . Activity-promoting video games and increased energy expenditure . J Pediatr . 2009;154:819–823
  14. Lanningham-Foster L, Jensen TB, Foster RC, Redmond AB, Walker BA, Heinz D, et al. Energy expenditure of sedentary screen time compared with active screen time for children . Pediatr . 2006;118:e1831–e1835
  15. Mellecker RR , McManus AM . Energy expenditure and cardiovascular responses to seated and active gaming in children . Arch Pediatr Adolesc Med . 2008;162:886–891
  16. Pate RR . Physically active video gaming: an effective strategy for obesity prevention? . Arch Pediatr Adolesc Med . 2008;162:895–896
  17. Quaiser-Pohl M , Laeng B , Latham K , Jackson M , Zaiyouna R , Richardson C . The relationship between computer-game preference, gender, and mental-rotation ability . Pers Individ Dif . 2006;40:609–619
  18. Rideout V , Roberts DF , Foehr UG . Generation M: media in the lives of 8–18 year olds. Executive summary . Available at http://www.kff.org/entmedia/7250.cfm 2010; [Date accessed: July 1, 2010]
  19. Sherry JL , Lucas K , Greenberg B , Lachlan K . Video game uses and gratifications as predictors of use and game preference . In:  Vorderer P ,  Bryant J editor. Playing Computer Games: Motives, Responses and Consequences . Mahwah, NJ: Lawrence Erlbaum; 2006;p. 213–224
  20. Sit CHP , Lam JWK , McKenzie TL . Direct observation of children's preferences and activity levels during interactive and on-line electronic games . J Phys Act Health . 2010;7:484–489
  21. Terlecki MS , Newcombe NS . How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability . Sex Roles . 2005;53:433–441
  22. Trost SG, Pate RR, Sallis JF, Freedson PS, Taylor WC, Dowda M, et al. Age and gender differences in objectively measured physical activity in youth . Med Sci Sports Exerc . 2002;34:350–355
  23. Unnithan VB , Houser W , Fernhall B . Evaluation of the energy cost of playing a dance simulation video game in overweight and nonoverweight children and adolescents . Int J Sports Med . 2006;27:804–809
  24. West GL , Stevens SA , Pun C , Pratt J . Visuospatial experience modulates attentional capture: evidence from action video game players . J Vis . 2008;8:13.1–13.9
  25. Ziebland S , McPherson A . Making sense of qualitative data analysis: an introduction with illustrations from DIPEx (personal experiences of health and illness) . Med Educ . 2006;40:405–414

PII: S1728-869X(11)60003-8

doi:10.1016/S1728-869X(11)60003-8

Journal of Exercise Science & Fitness
Volume 9, Issue 1 , Pages 24-30, 2011