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ELSPA has welcomed the findings of a new study that indicates
videogaming could form part of recommended daily physical activity.
The study, conducted by Nottingham Trent University, the Department
of Health and Nottingham University Hospital, set out to investigate
the levels of energy expended when playing videogames.
Representatives from GameCity, a street-level programme of activity
that celebrates videogames and interactive entertainment, were also
involved in supporting the clinical trials.
Videogaming has been implicated as a contributory factor in making
children overweight. Since stopping children playing videogames
altogether is unlikely – or indeed unwarranted – the research group
decided to investigate the health benefits of playing more dynamic
and interactive forms of videogames. They also investigated whether
the time spent playing can contribute towards daily, moderate to
vigorous, physical activity in children.
Fifteen children were recruited for the first phase of the study,
which began in February last year. Their energy expenditure was
determined when at rest, while playing ‘traditional’ (those
requiring no real physical movement) videogames and then while
playing interactive multimedia videogames (Sony’s EyeToy and
Nintendo’s Wii Sports). Heart rates were monitored throughout
the ten-minute sampling period. The resulting data highlighted that,
during active gameplay, energy expenditure can be increased by
approximately 42% above the levels measured during the more
traditional gameplay sessions. Conclusions based on these studies
suggested that if children engaged in active play for sixty minutes
every day over a year, they would burn approximately 7.5lbs of body
fat.
Michael Rawlinson, Director General of ELSPA (the Entertainment and
Leisure Software Publishers Association) said:“ We are delighted
with the conclusions of the study. The early signs are that these
highly interactive games may offer a means of helping provide the
recommended daily physical activity for children in the secure
environs of their own homes.”
A second phase of the study is now underway. Interactive, dynamic
gaming systems are being considered as an ‘intervention strategy’
for tackling obesity. Obese groups face understandable barriers to
more traditional exercise and outdoors activities. Interactive
games, which can easily be played in the safety of the child's home,
may be one way of minimising these barriers. This second phase is
due to be completed by late spring this year. The findings will be
used to develop a strategy to encourage behavioural change in
children and promote involvement in physical activity. |