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THE IMPACT OF INTERACTIVE GAMING ON ENERGY EXPENDITURE AND AGILITY IN COLLEGE AGED STUDENTS. Alanna Roark . Introduction. Obesity in America Health Risks Associated with Obesity Negative Correlation bt PA and television viewing Why is it important to exericse ?
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THE IMPACT OF INTERACTIVE GAMING ON ENERGY EXPENDITURE AND AGILITY IN COLLEGE AGED STUDENTS Alanna Roark
Introduction • Obesity in America • Health Risks Associated with Obesity • Negative Correlation bt PA and television viewing • Why is it important to exericse? • What are the recommended standards for exercise? • What has been done by video game designers to help combat obesity? • School systems involvement
Literature Review • Previous research • Length of testing session • Polar Heart Rate Monitors • Energy expenditure • Competition with game motivation- compliance rate • Agility Test • DDR used in Rehab- in agility, balance, coordination • Energy Expenditure and Heart Rate • Directly linked
Purpose • To determine the whether or not the exercise intensity achieved while playing Dance Dance Revolution meets ACSM physical activity guidelines. • Does agility influence Dance Dance Revolution score?
Hypothesis • DDR will meet ACSM guidelines for Physical Activity • If the subject is jumping around, they will receive greater benefits • May not be as beneficial as Ultimate Frisbee • Agility will improve from pre to post test • From pre to post testing, agility will improve because of the greater mental awareness as well as warming up the muscles.
Methods • Subjects • 18 Male and Female College Students Ages 18-25 • Randomly chosen at all physical activity levels • Materials • Dance Dance Revolution SuperNova 2 • 20 Polar Team Heart Rate Monitors • Polar Precision Performance Software • Masking Tape • Protractor • Measuring Tape • Health o Meter Scale
Methods- cont. • Five test sessions/subject- 30 minutes long • 3 DDR- first was orientation to machine • 2 Ultimate Frisbee- Indoor • Subjects arrived in well hydrated state without consuming caffeine 4 hours prior to testing • Subject height, weight, birth date measured to enter into Polar software
Subjects wore a Polar Heart Rate monitor for testing • Hexagon Test performed pre and post each testing session • Subjects completed 30 minutes of continuous DDR • All songs <130bpm and same for each session • Subjects completed 2 Ultimate frisbee sessions = 30 minutes each
Statistical Analysis • Independent Variables • Dance Dance Revolution and Ultimate Frisbee • Dependent Variable • Agility Average HR • Score • Energy Expenditure • Average HR • Max HR • Agility with Pre and Post Tests • Statistical Tests • Dependent t-tests • Correlational Test • Alpha level set a priori p<0.05 • SPSS Software v.16.0
Results Test 1,2,3- Pre to Post Hexagon Tests p=.000> α Significance Test 4- Hex2 pre/post U p=.002<α Significance
Results Test 5& 6 p=.000< α Significance
Results Test 7 &8 p=.000< α Significance
No correlation between pre testing Hexagon test scores and the actual achieved Dance Dance revolution score based on the accuracy of the player during game play. P= .872 and .346 which are both >α.
% Intensity Information • Avg. HR for DDR • 117bpm • Intensity of 59% = moderate • Avg HR Ultimate Frisbee • 159bpm • Intensity of 80% = vigorous
Conclusion • Hypothesis • Agility improvement- Supported • Caloric expenditure- Supported if played on most days of the week. • Teachers should use DDR for a significant amount of time to get better benefits and see improvement in the student’s abilities.
Limitations • Athlete or non-athlete • Exercise pre testing session • Nicotine use • Gender • Testing schedules- consistent order
Questions for Future Research • Is there a significant learning curve from DDR1 to DDR2? • Can using DDR for 6 or more weeks improve agility? • Do other interactive video games have the same effect? • Would the results be similar with middle school or high school students? • Record Resting HR and look at recovery response
References Centers for Disease Control and Prevention. (1999). Physical Activity and Health: A Report of the Surgeon General. Atlanta, Georgia. Retrieved September 26, 2008 from http://www.cdc.gov/nccdphp/sgr/summ.htm. Boreham, C., & Riddoch, C. (2001). The physical activity, fitness and health of children. Journal of Sports Sciences, 19(12), 915-929. Dennison, B. A., & Edmunds, L. S. (2008). The role of television in childhood obesity. Progress in Pediatric Cardiology, 25(2), 191-197. Hexagonal Obstacle Test (Agility Test). (1997). Sports Coach. Retrieved on July 2, 2009. Available from http://www.brianmac.co.uk/hexagonal.htm. O'Hanlon, C. (2007). EAT Breakfast, DRINK Milk, PLAY Xbox. (Cover story). T H E Journal, 34(4), 34-39. Sell, K., Lillie, T., & Taylor, J. (2008). Energy Expenditure During Physically Interactive Video Game Playing in Male College Students With Different Playing Experience. Journal of American College Health, 56(5), 505-512. doi: Article. Swain, D. (2006). Moderate- or Vigorous- Intensity Exercise: What Should We Prescribe?. ACSM’s Health & Fitness Journal, 10(5), 2-3. Retrieved May 2009. Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85. Warburton, D. E. R., Bredin, S. S. D., Horita, L. T. L., Zbogar, D., Scott, J. M., Esch, B. T. A., et al. (2007). The health benefits of interactive video game exercise. Applied Physiology, Nutrition & Metabolism, 32(4), 655-663. doi: 10.1139/H07- 038. Warburton, D. E. R., Sarkany, D., Johnson, M., Rhodes, R. E., Whitford, W., Esch, B. T. A., et al. (2009). Metabolic Requirements of Interactive Video Game Cycling. Medicine & Science in Sports & Exercise, 41(4), 920-926.