Games for health haddock presentation

Post on 03-Dec-2014

1.124 views 0 download

Tags:

description

 

Transcript of Games for health haddock presentation

Energy Expenditure with Exergaming

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

Current State of ObesityCurrent State of Obesity

1999

Obesity Trends* Among U.S. AdultsBRFSS, 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%

Prevalence of Obesity (BMI Prevalence of Obesity (BMI >> 95 95thth percentile) percentile) Among U.S. Children and Adolescents (Aged Among U.S. Children and Adolescents (Aged

2-19)2-19)

1976-1976-19801980

1988-1988-19941994

1999-1999-20022002

2003-2003-20062006

Ages Ages 2-52-5

5%5% 7.2%7.2% 10.3%10.3% 12.4%12.4%

Ages Ages 6-116-11

6.5%6.5% 11.3%11.3% 15.8%15.8% 17.0%17.0%

Ages Ages 12-1912-19

5%5% 10.5%10.5% 16.1%16.1% 17.6%17.6%

CDC, 2009 (NHANES)

Prevalence of Overweight by EthnicityPrevalence of Overweight by Ethnicity

Ethnic Ethnic GroupGroup

2-5 yrs.2-5 yrs. 6-11 yrs.6-11 yrs. 12-19 yrs.12-19 yrs.

Non-Non-Hispanic Hispanic WhiteWhite

23.2%23.2% 31.6%31.6% 33.1%33.1%

Non-Non-Hispanic Hispanic BlackBlack

24.8%24.8% 36.9%36.9% 38.1%38.1%

Mexican Mexican AmericanAmerican

29.9%29.9% 42.8%42.8% 38.9%38.9%

Ogden, 2008

Causes of the Obesity EpidemicCauses of the Obesity Epidemic

Fast foodFast food– InexpensiveInexpensive– AvailableAvailable

NeighborhoodsNeighborhoods– Lack of walkable neighborhoodsLack of walkable neighborhoods– Safety issuesSafety issues

Less P.E. in schoolsLess P.E. in schoolsHectic lifestylesHectic lifestyles

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

The State of Video Gaming & The State of Video Gaming & Television ViewingTelevision Viewing

In the U.S. computer and video game In the U.S. computer and video game software sales were $11.7 billion in 2008.software sales were $11.7 billion in 2008.68% of American households play 68% of American households play computer or video games computer or video games The average 10-19 year old spends at The average 10-19 year old spends at least an hour playing video games every least an hour playing video games every daydayThe average child spends 3 hours per day The average child spends 3 hours per day watching televisionwatching television

ESA, 2008; Cummings, 2007; Roberts, 2005

Kaiser Study of Media in 8-18 Year OldsKaiser Study of Media in 8-18 Year Olds

20092009 20042004 19991999

TV contentTV content 4:294:29 3:513:51 3:473:47

MusicMusic 2:312:31 1:441:44 1:481:48

ComputerComputer 1:291:29 1:021:02 0:270:27

Video gamesVideo games 1:131:13 0:490:49 0:260:26

PrintPrint 0:380:38 0:430:43 0:430:43

MoviesMovies 0:250:25 0:250:25 0:180:18

Total Media ExposureTotal Media Exposure 10:4510:45 8:338:33 7:297:29

% time multitasking% time multitasking 29%29% 26%26% 16%16%

Total Media useTotal Media use 7:387:38 6:216:21 6:196:19

Kaiser, 2010

Can Exergaming Increase Can Exergaming Increase Energy Expenditure Enough to Energy Expenditure Enough to Impact Fitness and Obesity?Impact Fitness and Obesity?

De Bourdeaudhuij, Crombez, Deforche, De Bourdeaudhuij, Crombez, Deforche, Vinaimont, Debode, & Bouckaert, 2002Vinaimont, Debode, & Bouckaert, 2002

30 Obese youth (13.1years; BMI = 33.5) in 30 Obese youth (13.1years; BMI = 33.5) in a 10 month treatment programa 10 month treatment program

Treadmill test to ExhaustionTreadmill test to Exhaustion

One test with distraction (music) one One test with distraction (music) one without – both pre & post intervention.without – both pre & post intervention.

Running Time Running Time (sec.)(sec.)

VOVO22 max max

(ml/kg/min)(ml/kg/min)

Pre: DistractionPre: Distraction 719719 35.435.4

Pre: No-Pre: No-DistractionDistraction

664664 33.633.6

Post: Post: DistractionDistraction

782782 36.736.7

Post: No-Post: No-DistractionDistraction

765765 35.935.9

Energy Expenditure with Energy Expenditure with ExergamesExergames

DDRDDR

WiiWii

Eye ToyEye Toy

OthersOthers

DDR ResearchDDR Research

Tan et al., 2002Tan et al., 2002– ““Aerobic Demands of the Dance Simulation Game”Aerobic Demands of the Dance Simulation Game”

Unnithan et al., 2006Unnithan et al., 2006– ““Evaluation of the Energy Cost of Playing a Dance Evaluation of the Energy Cost of Playing a Dance

Simulation Video Game in Overweight and Non-Simulation Video Game in Overweight and Non-Overweight Children and Adolescents”Overweight Children and Adolescents”

Lanningham-Foster et al., 2006Lanningham-Foster et al., 2006– ““Energy Expenditure of Sedentary Screen Time Energy Expenditure of Sedentary Screen Time

Compared with Active Screen Time for Children”Compared with Active Screen Time for Children”

Graf et al., 2009Graf et al., 2009– ““Playing Active Video Games Increases Energy Playing Active Video Games Increases Energy

Expenditure in ChildrenExpenditure in Children

Summary of ResultsSummary of Results

0

1

2

3

4

5

6

7

Kca

l/M

inu

te

Various Studies

17.5 year olds

12.5 yrs., normalweight

12.5 yrs., overweight

10 yrs, lean

10 yrs., overweight

12 yrs

Wii ResearchWii Research

Graves et al., 2008Graves et al., 2008– ““The Contribution of Upper Limb and Total Body The Contribution of Upper Limb and Total Body

Movement to Adolescents’ Energy Expenditure Whilst Movement to Adolescents’ Energy Expenditure Whilst Playing Nintendo Wii”Playing Nintendo Wii”

Graf et al., 2009Graf et al., 2009– ““Playing Active Video Games Increases Energy Playing Active Video Games Increases Energy

Expenditure in Children”Expenditure in Children”

Lanningham-Foster et al., 2009Lanningham-Foster et al., 2009– ““Activity – Promoting Video Games and Increased Activity – Promoting Video Games and Increased

Energy Expenditure”Energy Expenditure”

Haddock – (unpublished)Haddock – (unpublished)– ““Children’s Choice of Wii Sports Games and Energy Children’s Choice of Wii Sports Games and Energy

Expenditure”Expenditure”

BowlingBowling

0

0.5

1

1.5

2

2.5

3

3.5

4

4.5

5

Kca

l/m

in

Graves Graf Haddock

TennisTennis

0

0.5

1

1.5

2

2.5

3

3.5

4

4.5

5

kcal

/min

Graves Haddock

BoxingBoxing

0

0.5

1

1.5

2

2.5

3

3.5

4

4.5

Kc

al/

min

Graf Graves L-F (12 yrs) L-F (35 yrs) Haddock

Children Choose Wii GameChildren Choose Wii Game

0

0.5

1

1.5

2

2.5

3

3.5

4

4.5

Kc

al/

min

.

Tennis Boxing Bowling Baseball Golf Average

Children Choose Wii GameChildren Choose Wii Game

0

1

2

3

4

5

6

7

8

Av

era

ge

Min

ute

s G

am

e P

lay

ed

Tennis Boxing Bowling Baseball Golf

Eye ToyEye Toy

Lanningham-Foster et al., 2006Lanningham-Foster et al., 2006– ““Energy Expenditure of Sedentary Screen Time Energy Expenditure of Sedentary Screen Time

Compared with Active Screen Time for Children”Compared with Active Screen Time for Children”

Maddison et al., 2007Maddison et al., 2007– ““Energy Expended Playing Video Console Games: An Energy Expended Playing Video Console Games: An

Opportunity to Increase Children’s Physical Activity?”Opportunity to Increase Children’s Physical Activity?”

Straker & Olds, 2007Straker & Olds, 2007– ““Effect of Screen-Based Media on Energy Effect of Screen-Based Media on Energy

Expenditure and Heart Rate in 9-12 Year Old Expenditure and Heart Rate in 9-12 Year Old Children.”Children.”

Eye Toy GamesEye Toy Games

0

1

2

3

4

5

6

7

Ave

rag

e M

inu

tes

Gam

e P

laye

d

Knockout Homerun Dance UK Groove Anti Grave

Other GamesOther Games

Haddock et al., 2008Haddock et al., 2008– ““Active Video Games and Energy Expenditure Among Active Video Games and Energy Expenditure Among

Overweight Children”Overweight Children”

Mellecker et al., 2008Mellecker et al., 2008– ““Energy Expended and Cardiovascular Responses to Energy Expended and Cardiovascular Responses to

Seated and Active Gaming in Children”Seated and Active Gaming in Children”

Siegel et al., 2009Siegel et al., 2009– ““Active Video/Arcade Games (Exergaming) and Active Video/Arcade Games (Exergaming) and

Energy Expenditure in College Students”Energy Expenditure in College Students”

Haddock et al., 2009Haddock et al., 2009– ““The Addition of a Video Game to Stationary Cycling: The Addition of a Video Game to Stationary Cycling:

The Impact on Energy Expenditure in Overweight The Impact on Energy Expenditure in Overweight Children”Children”

Xavix Games in ChildrenXavix Games in Children

0

1

2

3

4

5

6

Kca

l/m

in.

Free Choice Bowling Action Run

Other GamesOther Games

0

1

2

3

4

5

6

7

8

Kca

l/m

in.

Game Bike (children) Various Games (adults)

New data from our lab in college New data from our lab in college studentsstudents

EA Sports ActiveEA Sports Active– New to game: 5.4 Kcal/minNew to game: 5.4 Kcal/min– Experienced (10 weeks of playing): 4.3 Kcal/minExperienced (10 weeks of playing): 4.3 Kcal/min

Gold’s GymGold’s Gym– 7.3 Kcal/min.7.3 Kcal/min.

Your ShapeYour Shape– 6.9 Kcal/min6.9 Kcal/min

Cardio = 7.7 Kcal/minCardio = 7.7 Kcal/minStrength = 6.1 Kcal/minStrength = 6.1 Kcal/min

Just DanceJust Dance– 5.3 Kcal/min5.3 Kcal/min

Intervention StudiesIntervention Studies

Adding Video Game to Stationary Adding Video Game to Stationary CyclingCycling

No Video GameNo Video Game Video GameVideo Game

Ave. H.R.Ave. H.R. 142.4 142.4 ± 18.8± 18.8 146.0 146.0 ± 21.4± 21.4

Ave. Kcal/minAve. Kcal/min 4.9 4.9 ± 1.4± 1.4 5.7 5.7 ± 1.6*± 1.6*

RPERPE 3.6 3.6 ± 2.3± 2.3 3.2 3.2 ± 2.8± 2.8

Haddock, 2009

Maloney et al., 2008Maloney et al., 2008“A pilot of video game (DDR) to promote “A pilot of video game (DDR) to promote physical activity a decrease in sedentary physical activity a decrease in sedentary

screen time.”screen time.”

Use of DDR in the homeUse of DDR in the home– One group with access, one withoutOne group with access, one without

Mean use of game was 89 minutes per Mean use of game was 89 minutes per week.week.

Sedentary Screen time in those with DDR Sedentary Screen time in those with DDR compared to controlcompared to control

Ni Mhurchu et al., 2008Ni Mhurchu et al., 2008“Couch potatoes to jumping beans: A pilot “Couch potatoes to jumping beans: A pilot

study of the effect of active video games on study of the effect of active video games on physical activity in children.”physical activity in children.”

Children given Eye Toy for home use vs. a Children given Eye Toy for home use vs. a control groupcontrol groupIntervention group less total time playing Intervention group less total time playing video gamesvideo gamesTotal activity was greater with the Total activity was greater with the intervention group (as measured by intervention group (as measured by accelerometer)accelerometer)

Murphy et al., 2009Murphy et al., 2009“Effects of an exercise intervention using “Effects of an exercise intervention using Dance Dance Revolution on endothelial Dance Dance Revolution on endothelial

function and other risk factors in overweight function and other risk factors in overweight children.”children.”

12 weeks of DDR vs. control12 weeks of DDR vs. control

Intervention group had improvements in Intervention group had improvements in endothelial function; increased aerobic endothelial function; increased aerobic fitness; and less weight gain over the 12 fitness; and less weight gain over the 12 week interventionweek intervention

ConclusionConclusion

Exergaming can increase energy expenditure to a Exergaming can increase energy expenditure to a level that is considered at least moderate intensity.level that is considered at least moderate intensity.The level of energy expenditure varies, with boxing The level of energy expenditure varies, with boxing related games tending to increase energy related games tending to increase energy expenditure the most.expenditure the most.Long term efficacy of exergames to reduce the Long term efficacy of exergames to reduce the prevalence of obesity still remains to be seenprevalence of obesity still remains to be seenThe continual development of new exciting games The continual development of new exciting games that increase energy expenditure is crucial if that increase energy expenditure is crucial if exergaming will have any long term impacts.exergaming will have any long term impacts.