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Active Video Games Might Be OK for Kids

In the news...(September 2, 2008) - Playing some video games might not be so bad for kids. In fact, it just might help keep them healthy. Children burn more than four times as many calories per minute playing an active video game than playing a seated game. Their heart rate is also significantly higher with the active game, according to a report in the Archives of Pediatrics & Adolescent Medicine, one of the JAMA/Archives journals.

Video and computer gaming is rapidly becoming the preferred leisure-time activity for school-aged children, according to background information in the article. In the last decade, computer and video game sales have increased by $5.2 billion and more than 83 percent of U.S. children age 8 to 18 have video game players in their bedrooms. At the same time, obesity rates (Read about "Obesity") continue to increase worldwide; sedentary activities such as seated game-playing may contribute.

The gaming industry has begun producing active "extertainment" gaming systems, the authors note. "A recent active gaming concept that allows players to experience various activities (e.g., bowling, fishing, tennis, golf) in a virtual world," the authors write. "In addition to the exercise gaming modalities, there are games that include a gaming mats that allows participants to travel the streets of a city at a walk or a run, avoiding obstacles and doing battle."

Researchers measured heart rate and energy (calorie) expenditure in 18 children age 6 to 12 (average age 9.6) during a 25-minute gaming protocol. Participants rested for five minutes, then played a seated computer bowling game, an active bowling game and the action/running game for five minutes each, with five minutes of rest between active games.

Compared with resting, children burned 39 percent more calories per minute playing a seated game, 98 percent more playing active bowling and 451 percent more during the action/running game. When compared with seated gaming, they burned 0.6 more calories playing active bowling and 3.9 more calories per minute playing on the action mat. "This translates into a more than four-fold increase in energy expenditure," the authors write. "Preventing weight gain requires an energy adjustment of approximately 150 calories per day. The four-fold increase in energy expenditure when playing on the mat would fill the proposed energy gap, if this game were played for 35 minutes a day."

In addition, participants' heart rate was significantly higher during either active game than during rest (20 more beats per minute for active bowling and 79 more beats per minute for the action/running game), and also was higher during the action mat gaming than during seated gaming.

Related Information:

    Getting Started on Fitness

    Fitness for Kids

Note: Statements and conclusions of study authors that are published here are solely those of the study authors and do not necessarily reflect this hospital's policy or position. This hospital makes no representation or warranty as to their accuracy or reliability.

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