Games for health haddock presentation


Published on

  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Kaiser Family Foundation, Generation M 2 ; Media in the Lives of 8-18 Year Olds, 2010.
  • Int J Obes Relat Metab Disord. 2002 Aug;26(8):1023-9. Effects of distraction on treadmill running time in severely obese children and adolescents. De Bourdeaudhuij I , Crombez G , Deforche B , Vinaimont F , Debode P , Bouckaert J . Ghent University, Faculty of Medicine and Health Sciences, Department of Movement and Sport Sciences, Ghent, Belgium. OBJECTIVE: (1) To examine the effects of attentional distraction on running time in an incremental treadmill test in obese youngsters; (2) to investigate whether distraction works at the same extent at the beginning and at the end of residential treatment; and (3) to explore the underlying mechanisms of the possible distraction effects. METHODS: Thirty severely obese youngsters (10 boys, 20 girls, age range 9-17) who were following a 10 month residential treatment, performed a treadmill test until exhaustion in four different sessions using a within subjects design. The two sessions at the beginning of the treatment and the two sessions at the end the treatment were counterbalanced, one with attentional distraction (music) and one without distraction. RESULTS: Obese youngsters ran significantly longer during distraction. This distraction effect seemed to be larger at the beginning compared to at the end of obesity treatment. The absence of differences between the condition with music and the condition without music on perceived bodily symptoms is in line with the idea that it took longer to perceive sufficient bodily sensations to decide to stop the treadmill test in the distraction condition. This interpretation is further corroborated by the physiological data indicating a superior peak performance in the condition with distraction. CONCLUSIONS: Attentional distraction has a positive effect on perseverance in obese youngsters. Further research has to show the usefulness of attentional distraction as a technique to increase exercise adoption and adherence in obesity treatment. PMID: 12119566 [PubMed - indexed for MEDLINE]
  • If average them all we get 3.9 Kcal/min. Also HR ranged from about 95-130
  • Straker – played Eye Toy Cascade game and burned an average of 4 Kcal per minute.
  • Nicktoons Movin from the Lanningham-Foster study (10 year olds) not shown here was 2.2 Kcal/min. All other games are from the Maddison Study (12 year olds) Straker – played Eye Toy Cascade game and burned an average of 4 Kcal per minute.
  • Free choice is Haddock study, Bowling and Action Run from Mellecker
  • Game Bike is Haddock study when compared game vs no game on stationary bike Adults was Siegel study on college students – could play the game bike, Xavix boxing, or 3-Kick
  • No change in BMI when exergaming combined with an obesity clinic in youth – thought is they didn’t have enough time on the games. Gave some children active games for 12 weeks – NS increase in active gaming time vs. controls; Total Physical activity was higher in those who received the active game; No difference in total moderate or vigorous activity; trend toward decreased weight and waist circumference. See next slide
  • Games for health haddock presentation

    1. 1. Energy Expenditure with Exergaming Is it Enough to Make a Difference? Bryan Haddock; California State University, San Bernardino This project was supported by [National Research Initiative or Agriculture and Food Research Initiative] Grant #2008-55215-18837 from the USDA National Institute of Food and Agriculture. Also supported by NIH grant #HD052368 and MD002722
    2. 2. Current State of Obesity
    3. 3. 1999 Obesity Trends* Among U.S. Adults BRFSS, 1990, 1999, 2008 (*BMI  30, or about 30 lbs. overweight for 5’4” person) 2008 1990 No Data <10% 10%–14% 15%–19% 20%–24% 25%–29% ≥30%
    4. 4. Prevalence of Obesity (BMI > 95 th percentile) Among U.S. Children and Adolescents (Aged 2-19) CDC, 2009 (NHANES) 17.6% 16.1% 10.5% 5% Ages 12-19 17.0% 15.8% 11.3% 6.5% Ages 6-11 12.4% 10.3% 7.2% 5% Ages 2-5 2003-2006 1999-2002 1988-1994 1976-1980
    5. 5. Prevalence of Overweight by Ethnicity Ogden, 2008 38.9% 42.8% 29.9% Mexican American 38.1% 36.9% 24.8% Non-Hispanic Black 33.1% 31.6% 23.2% Non-Hispanic White 12-19 yrs. 6-11 yrs. 2-5 yrs. Ethnic Group
    6. 6. Causes of the Obesity Epidemic <ul><li>Fast food </li></ul><ul><ul><li>Inexpensive </li></ul></ul><ul><ul><li>Available </li></ul></ul><ul><li>Neighborhoods </li></ul><ul><ul><li>Lack of walkable neighborhoods </li></ul></ul><ul><ul><li>Safety issues </li></ul></ul><ul><li>Less P.E. in schools </li></ul><ul><li>Hectic lifestyles </li></ul>
    7. 7. Copyright restrictions may apply. Crespo, C. J. et al. Arch Pediatr Adolesc Med 2001;155:360-365. Prevalence of obesity by daily hours of television watched among US children aged 8 to 16 years, from 1988 to 1994
    8. 8. The State of Video Gaming & Television Viewing <ul><li>In the U.S. computer and video game software sales were $11.7 billion in 2008. </li></ul><ul><li>68% of American households play computer or video games </li></ul><ul><li>The average 10-19 year old spends at least an hour playing video games every day </li></ul><ul><li>The average child spends 3 hours per day watching television </li></ul>ESA, 2008; Cummings, 2007; Roberts, 2005
    9. 9. Kaiser Study of Media in 8-18 Year Olds Kaiser, 2010 6:19 6:21 7:38 Total Media use 16% 26% 29% % time multitasking 7:29 8:33 10:45 Total Media Exposure 0:18 0:25 0:25 Movies 0:43 0:43 0:38 Print 0:26 0:49 1:13 Video games 0:27 1:02 1:29 Computer 1:48 1:44 2:31 Music 3:47 3:51 4:29 TV content 1999 2004 2009
    10. 10. Can Exergaming Increase Energy Expenditure Enough to Impact Fitness and Obesity?
    11. 11. De Bourdeaudhuij, Crombez, Deforche, Vinaimont, Debode, & Bouckaert, 2002 <ul><li>30 Obese youth (13.1years; BMI = 33.5) in a 10 month treatment program </li></ul><ul><li>Treadmill test to Exhaustion </li></ul><ul><li>One test with distraction (music) one without – both pre & post intervention. </li></ul>
    12. 12. 35.9 765 Post: No-Distraction 36.7 782 Post: Distraction 33.6 664 Pre: No-Distraction 35.4 719 Pre: Distraction VO 2 max (ml/kg/min) Running Time (sec.)
    13. 13. Energy Expenditure with Exergames <ul><li>DDR </li></ul><ul><li>Wii </li></ul><ul><li>Eye Toy </li></ul><ul><li>Others </li></ul>
    14. 14. DDR Research <ul><li>Tan et al., 2002 </li></ul><ul><ul><li>“ Aerobic Demands of the Dance Simulation Game” </li></ul></ul><ul><li>Unnithan et al., 2006 </li></ul><ul><ul><li>“ Evaluation of the Energy Cost of Playing a Dance Simulation Video Game in Overweight and Non-Overweight Children and Adolescents” </li></ul></ul><ul><li>Lanningham-Foster et al., 2006 </li></ul><ul><ul><li>“ Energy Expenditure of Sedentary Screen Time Compared with Active Screen Time for Children” </li></ul></ul><ul><li>Graf et al., 2009 </li></ul><ul><ul><li>“ Playing Active Video Games Increases Energy Expenditure in Children </li></ul></ul>
    15. 15. Summary of Results
    16. 16. Wii Research <ul><li>Graves et al., 2008 </li></ul><ul><ul><li>“ The Contribution of Upper Limb and Total Body Movement to Adolescents’ Energy Expenditure Whilst Playing Nintendo Wii” </li></ul></ul><ul><li>Graf et al., 2009 </li></ul><ul><ul><li>“ Playing Active Video Games Increases Energy Expenditure in Children” </li></ul></ul><ul><li>Lanningham-Foster et al., 2009 </li></ul><ul><ul><li>“ Activity – Promoting Video Games and Increased Energy Expenditure” </li></ul></ul><ul><li>Haddock – (unpublished) </li></ul><ul><ul><li>“ Children’s Choice of Wii Sports Games and Energy Expenditure” </li></ul></ul>
    17. 17. Bowling
    18. 18. Tennis
    19. 19. Boxing
    20. 20. Children Choose Wii Game
    21. 21. Children Choose Wii Game
    22. 22. Eye Toy <ul><li>Lanningham-Foster et al., 2006 </li></ul><ul><ul><li>“ Energy Expenditure of Sedentary Screen Time Compared with Active Screen Time for Children” </li></ul></ul><ul><li>Maddison et al., 2007 </li></ul><ul><ul><li>“ Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?” </li></ul></ul><ul><li>Straker & Olds, 2007 </li></ul><ul><ul><li>“ Effect of Screen-Based Media on Energy Expenditure and Heart Rate in 9-12 Year Old Children.” </li></ul></ul>
    23. 23. Eye Toy Games
    24. 24. Other Games <ul><li>Haddock et al., 2008 </li></ul><ul><ul><li>“ Active Video Games and Energy Expenditure Among Overweight Children” </li></ul></ul><ul><li>Mellecker et al., 2008 </li></ul><ul><ul><li>“ Energy Expended and Cardiovascular Responses to Seated and Active Gaming in Children” </li></ul></ul><ul><li>Siegel et al., 2009 </li></ul><ul><ul><li>“ Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students” </li></ul></ul><ul><li>Haddock et al., 2009 </li></ul><ul><ul><li>“ The Addition of a Video Game to Stationary Cycling: The Impact on Energy Expenditure in Overweight Children” </li></ul></ul>
    25. 26. Xavix Games in Children
    26. 27. Other Games
    27. 28. New data from our lab in college students <ul><li>EA Sports Active </li></ul><ul><ul><li>New to game: 5.4 Kcal/min </li></ul></ul><ul><ul><li>Experienced (10 weeks of playing): 4.3 Kcal/min </li></ul></ul><ul><li>Gold’s Gym </li></ul><ul><ul><li>7.3 Kcal/min. </li></ul></ul><ul><li>Your Shape </li></ul><ul><ul><li>6.9 Kcal/min </li></ul></ul><ul><ul><ul><li>Cardio = 7.7 Kcal/min </li></ul></ul></ul><ul><ul><ul><li>Strength = 6.1 Kcal/min </li></ul></ul></ul><ul><li>Just Dance </li></ul><ul><ul><li>5.3 Kcal/min </li></ul></ul>
    28. 29. Intervention Studies
    29. 30. Adding Video Game to Stationary Cycling Haddock, 2009 3.2 ± 2.8 3.6 ± 2.3 RPE 5.7 ± 1.6* 4.9 ± 1.4 Ave. Kcal/min 146.0 ± 21.4 142.4 ± 18.8 Ave. H.R. Video Game No Video Game
    30. 31. Maloney et al., 2008 “A pilot of video game (DDR) to promote physical activity a decrease in sedentary screen time.” <ul><li>Use of DDR in the home </li></ul><ul><ul><li>One group with access, one without </li></ul></ul><ul><li>Mean use of game was 89 minutes per week. </li></ul><ul><li>Sedentary Screen time in those with DDR compared to control </li></ul>
    31. 32. Ni Mhurchu et al., 2008 “Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children.” <ul><li>Children given Eye Toy for home use vs. a control group </li></ul><ul><li>Intervention group less total time playing video games </li></ul><ul><li>Total activity was greater with the intervention group (as measured by accelerometer) </li></ul>
    32. 33. Murphy et al., 2009 “Effects of an exercise intervention using Dance Dance Revolution on endothelial function and other risk factors in overweight children.” <ul><li>12 weeks of DDR vs. control </li></ul><ul><li>Intervention group had improvements in endothelial function; increased aerobic fitness; and less weight gain over the 12 week intervention </li></ul>
    33. 34. Conclusion <ul><li>Exergaming can increase energy expenditure to a level that is considered at least moderate intensity. </li></ul><ul><li>The level of energy expenditure varies, with boxing related games tending to increase energy expenditure the most. </li></ul><ul><li>Long term efficacy of exergames to reduce the prevalence of obesity still remains to be seen </li></ul><ul><li>The continual development of new exciting games that increase energy expenditure is crucial if exergaming will have any long term impacts. </li></ul>