Tripette Julien, Murakami Haruka, Ando Takafumi, Kawakami Ryoko, Tanaka Noriko, Tanaka Shigeho, Miyachi Motohiko
National Institute of Health and Nutrition, 1-23-1 Toyama, Shinjuku, Tokyo 162-8636, Japan.
BMC Res Notes. 2014 Aug 26;7:567. doi: 10.1186/1756-0500-7-567.
The Wii Fit series (Nintendo Inc., Japan) provides active video games (AVGs) to help adults to maintain a sufficient level of daily physical activity (PA). The second generation of home AVG consoles is now emerging with new game modalities (including a portable mini screen in the case of the new Wii U). The present study was performed to investigate the intensity and enjoyment of Wii Fit U games among adults.
Metabolic equivalent (METs, i.e., intensity) of the Wii Fit U activities were evaluated using metabolic chambers in 16 sedentary adults (8 women and 8 men). A short version of the physical activity enjoyment scale was completed for each activity. Wii Fit U activities were distributed over a range from 2.2 ± 0.4 METs (Hula dance) to 4.7 ± 1.2 (Hip-hop dance). Seven activities were classified as light-intensity PA (<3 METs) and 11 activities as moderate-intensity PA (3 - 6 METs). The new portable mini screen game modality does not induce higher METs. Men exercised at higher intensities than women. There was no correlation between enjoyment and MET values in women or men.
More and more moderate-intensity activities are available through video gaming, but the average intensity (3.2 ± 0.6) is still low. Users should be aware that AVGs alone cannot fulfill the recommendations for PA, and the video games industry still must innovate further to enhance gaming intensity and make the tool more attractive to health and fitness professionals.
Wii Fit系列游戏(日本任天堂公司)提供了体感游戏,以帮助成年人保持足够水平的日常身体活动(PA)。第二代家用体感游戏机正在涌现,具有新的游戏模式(如新的Wii U配备了便携式小屏幕)。本研究旨在调查成年人玩Wii Fit U游戏的强度和愉悦感。
在16名久坐不动的成年人(8名女性和8名男性)中,使用代谢室评估了Wii Fit U活动的代谢当量(METs,即强度)。为每项活动完成了一份简短版的身体活动愉悦感量表。Wii Fit U活动的强度范围从2.2±0.4代谢当量(草裙舞)到4.7±1.2(嘻哈舞)。七项活动被归类为轻度身体活动(<3代谢当量),十一项活动为中度身体活动(3 - 6代谢当量)。新的便携式小屏幕游戏模式并未导致更高的代谢当量。男性的运动强度高于女性。女性或男性的愉悦感与代谢当量值之间没有相关性。
通过电子游戏可获得越来越多的中度强度活动,但平均强度(3.2±0.6)仍然较低。用户应意识到,仅靠体感游戏无法满足身体活动的建议,电子游戏行业仍必须进一步创新,以提高游戏强度,并使该工具对健康和健身专业人员更具吸引力。