Generation Y physical activity: the physiologic effects of exergaming

Childhood obesity is on the rise, and many critics claim that environmental factors, such as screen-based media, are a contributing factor to this epidemic. Video games have gained popularity among this age group, especially exergames, which have researchers pondering the physiological effects of pl...

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Main Author: Day, Amanda Michele
Other Authors: Patterson, Jeremy A.
Format: Others
Language:en_US
Published: Wichita State University 2012
Subjects:
Online Access:http://hdl.handle.net/10057/5385
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spelling ndltd-WICHITA-oai-soar.wichita.edu-10057-53852012-11-27T03:43:29ZGeneration Y physical activity: the physiologic effects of exergamingDay, Amanda MicheleElectronic dissertationsChildhood obesity is on the rise, and many critics claim that environmental factors, such as screen-based media, are a contributing factor to this epidemic. Video games have gained popularity among this age group, especially exergames, which have researchers pondering the physiological effects of playing exergames. The purpose of this study is to examine the differences in heart rate achieved and maximum heart rate achieved between three exergaming systems, and to analyze the intensity level achieved while playing exergames. Twenty males and females ages 8-12 were in this study. Participants were allowed three sessions to become familiarized with equipment and were allowed to play three game systems: (1) Nintendo Wii, (2) Dance Dance Revolution (DDR), (3) Xbox Kinect. Heart rate monitors were worn on the wrist by each participant and were used to record heart rates during six exergaming sessions. Participants played one type of exergaming system for 30 minutes each session, collecting heart rate seven times. Heart rate data were compared to baseline measures, between the threeexergaming systems, and to heart rate thresholds of 50 percent and 70 percent of maximum heart rate. Repeated Measures ANOVA did not show significance for heart rate achieved and heart rate ranges achieved (p=0.563, p= 0.738 respectively). Sixty-four percent of participants achieved heart rates that ranged between set thresholds of 50 percent and 75 percent on all three exergaming systems. Thus, exergaming can be used as physical activity to supplement other forms of physical activity.Thesis (M.Ed.)--Wichita State University, College of Education, Dept. of Human Performance StudiesWichita State UniversityPatterson, Jeremy A.2012-11-26T20:12:25Z2012-11-26T20:12:25Z20122012-05Thesisx, 53 p.t12011http://hdl.handle.net/10057/5385en_USCopyright Amanda Michele Day, 2012. All rights reserved
collection NDLTD
language en_US
format Others
sources NDLTD
topic Electronic dissertations
spellingShingle Electronic dissertations
Day, Amanda Michele
Generation Y physical activity: the physiologic effects of exergaming
description Childhood obesity is on the rise, and many critics claim that environmental factors, such as screen-based media, are a contributing factor to this epidemic. Video games have gained popularity among this age group, especially exergames, which have researchers pondering the physiological effects of playing exergames. The purpose of this study is to examine the differences in heart rate achieved and maximum heart rate achieved between three exergaming systems, and to analyze the intensity level achieved while playing exergames. Twenty males and females ages 8-12 were in this study. Participants were allowed three sessions to become familiarized with equipment and were allowed to play three game systems: (1) Nintendo Wii, (2) Dance Dance Revolution (DDR), (3) Xbox Kinect. Heart rate monitors were worn on the wrist by each participant and were used to record heart rates during six exergaming sessions. Participants played one type of exergaming system for 30 minutes each session, collecting heart rate seven times. Heart rate data were compared to baseline measures, between the threeexergaming systems, and to heart rate thresholds of 50 percent and 70 percent of maximum heart rate. Repeated Measures ANOVA did not show significance for heart rate achieved and heart rate ranges achieved (p=0.563, p= 0.738 respectively). Sixty-four percent of participants achieved heart rates that ranged between set thresholds of 50 percent and 75 percent on all three exergaming systems. Thus, exergaming can be used as physical activity to supplement other forms of physical activity. === Thesis (M.Ed.)--Wichita State University, College of Education, Dept. of Human Performance Studies
author2 Patterson, Jeremy A.
author_facet Patterson, Jeremy A.
Day, Amanda Michele
author Day, Amanda Michele
author_sort Day, Amanda Michele
title Generation Y physical activity: the physiologic effects of exergaming
title_short Generation Y physical activity: the physiologic effects of exergaming
title_full Generation Y physical activity: the physiologic effects of exergaming
title_fullStr Generation Y physical activity: the physiologic effects of exergaming
title_full_unstemmed Generation Y physical activity: the physiologic effects of exergaming
title_sort generation y physical activity: the physiologic effects of exergaming
publisher Wichita State University
publishDate 2012
url http://hdl.handle.net/10057/5385
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