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- W2473355834 abstract "Active video gaming (exergames) provides engaging exercise experiences by combining physical exertion with interactive game play, having the potential to reduce sedentary behavior, increase physical activity, and improve health outcomes. In particular, it has been hypothesized that multiplayer mode should be preferred to singleplayer mode in individuals using exergames as a form of exercise. However, no study investigated these aspects in activity intense high enough to contribute to daily physical activity recommendations. PURPOSE: To evaluate energy expenditure during Zumba Fitness Rush (ZFR) exergame in single and multiplayer mode. METHODS: Eleven (Male, M=4; Female, F=7) physically active (engaging in at least 3-day/week of moderate-to-intense physical activity) college students (age: 25±3years; height: 1.7±0.1m; weight: 60.8±14.2kg; BMI: 20.6±1.6) gave their written consent of participation. After 3 familiarization sessions with the 50-min ZFR exergame (lesson 1, middle vesion), participants took part in single (ZFR-S) and one multiplayer (ZFR-M) mode sessions, randomly ordered with at least 2-days between. Oxygen consumption (VO2) was continuously recorded by a telemetric open-circuit measurement system, and energy expenditure was espressed as metabolic equivalents (METs). ANOVA for repeated measures was used to evaluate differences (p<0.05) in relation to playing modes (singleplayer vs multiplayer). RESULTS: No difference emerged in METs (M: ZFR-S=5.1±1.9; ZFR-M=4.6±1.7; F: ZFR-S=3.9±1.6; ZFR-M=3.7±1.9) and VO2 in relation to body mass (M: ZFR-S=17.8±6.8 ml/Kg/min; ZFR-M=16.0±6.0 ml/Kg/min; F: ZFR-S=13.8±5.5 ml/Kg/min; ZFR-M=13.1±6.6 ml/Kg/min). CONCLUSIONS: Results from this study showed that ZFR exergame could represent an alternative form of moderate physical activity. Although an effect of number of players could be expected, different player modes did not effect energy expenditure during ZFR in young male and female individuals. It could be speculated that the rhythm of the music imposes a time constraint to the performer, independently from the presence of other players. Future studies should take into consideration also enjoyable, motivational and psychologycal aspects of single vs multiplayer modes." @default.
- W2473355834 created "2016-07-22" @default.
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- W2473355834 date "2015-05-01" @default.
- W2473355834 modified "2023-09-26" @default.
- W2473355834 title "Energy Expenditure during Active Video Games" @default.
- W2473355834 doi "https://doi.org/10.1249/01.mss.0000478833.87212.61" @default.
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