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Assessment of Active Video Games' Energy Expenditure in Children with Overweight and Obesity and Differences by Gender.


ABSTRACT: (1) Background: Childhood obesity has become a main global health problem and active video games (AVG) could be used to increase energy expenditure. The aim of this study was to investigate the energy expenditure during an AVG intervention combined with exercise, differentiating by gender. (2) Methods: A total of 45 children with overweight or obesity (19 girls) performed an AVG intervention combined with exercise. The AVG used were the Xbox Kinect, Nintendo Wii, dance mats, BKOOL cycling simulator, and Nintendo Switch. The energy expenditure was estimated from the heart rate recorded during the sessions and the data from the individual maximal tests. (3) Results: The mean energy expenditure was 315.1 kilocalories in a one-hour session. Participants spent the most energy on BKOOL, followed

SUBMITTER: Comeras-Chueca C 

PROVIDER: S-EPMC7560235 | biostudies-literature | 2020 Sep

REPOSITORIES: biostudies-literature