Fitness 1

Wii Fitness

Competition is heating up as other companies AVG play compared with rest and six studies of enter the active video gaming (AVG) sector to activity associated with AVG exposure. Activity challenge the Wii. Children and adults alike levels varied among AVG game play. Energy have taken to the fun associated with physically expenditure was significantly lower for games interactive games. In fact, manufacturers suggest played primarily through upper body movements that these games may be an important part of compared with those that primarily engaged the modern lifestyle activities. Several recent lower body. Researchers concluded that active research studies have explored the actual video gaming can elicit light to moderate contribution these games have on daily energy physical activity, but that there was not enough expenditure with mixed reviews. The Journal of evidence to draw conclusions on the long-term Science and Medicine in Sport (2010) examined efficacy of AVGs for adequate physical activity gaming outcomes in energy expenditure for 11 promotion. and 12 year old boys (n=26). Subjects participated in both sedentary (resting, watching Active video gaming is not just for kids. To and sedentary gaming), and active demonstrate the potential impact of AVG on playing activities on the Wii (, adults, researchers from National Institute of , , and Skiing and Step), as Health and Nutrition, Tokyo, Japan analyzed the well as performed traditional walking and energy expenditure of adults while participating running, including a maximal fitness test. in and Wii Sports game activities. The research published in Medicine and Science The active video gaming resulted in statistically in Sports and Exercise (2010) used twelve adult significant higher energy expenditure when men and women. Each performed five activities compared to the sedentary activities. of Wii Sports (, bowling, tennis, , Interestingly, researchers found no significant and boxing) and 63 activities of Wii Fit Plus differences in energy expenditure between the (yoga, resistance, balance, and aerobic most active video games and normal walking. exercises). Each activity was continued for at Researchers concluded, that although boys least 8 minutes while energy expenditure was expend more energy during active gaming assessed in an open-circuit indirect metabolic compared to sedentary activities, the actual chamber. Investigators calculated MET value energy expenditure is -specific and from resting and steady-state energy expenditure even the most active of the games tested were during each activity. The mean MET values of not intense enough to contribute toward the all 68 activities ranged widely, from 1.3 METs recommended 60 minutes of daily moderate-to- (yoga) to 5.6 METs (resistance). The mean MET vigorous physical activity. values in Wii Fit Plus was 2.6, with resistance training and aerobic activities demonstrating the In a related review published in the Archives of highest yield, while the mean of Wii Sports was Pediatric and Adolescent Medicine (2010), 3.0 METs. Of all the activities examined, 46 researchers reviewed the literature to identify the averaged less than 3 METs, and were classified levels of metabolic expenditure and changes in as light intensity, and 22 activities were activity patterns associated with active video classified as moderate intensity (defined by a game play in children. Investigators analyzed measure between 3.0-6.0 METs). No activities twelve studies of energy expenditure during reached the vigorous-intensity level (>6.0

National Council on Strength and Fitness

Wii Fitness 2

METs). Researchers concluded that adults may researchers interviewed direct care staff in 54 use the most physically demanding activities of centers that used the Wii technology. Based on AVG as part of a strategy to meet the goal of at responses researchers found those considered least 30 minutes of moderate exercise five days “more able” clients easily mastered the Wii a week. activities with minimal risk. Additionally respondents reported that the active gaming Although the AVG activities are relatively low activities provided health promoting physical in intensity they still are associated with a risk benefits including improvements in mobility, for injury. A review of the literature range of motion, dexterity, coordination, demonstrates that active video gaming increases distraction from pain along with psychosocial one’s risk for soft tissue injury and even the gains such as social engagement, self-esteem, potential of fractures. It is unclear whether it is a mastery, and ability to pacify challenging matter of overuse or overexertion but recent peer behaviors. Caretakers reported the active games articles including studies published in were a useful adjunct to other care practices Informatics in Primary Care (2009) and within these aged-care and disabilities services. Physician and Sports Medicine (2009) The authors concluded based on staff interview demonstrate the plausible concern for AVG that “Wii activities provided purposeful and injury. Researchers reviewed the database of meaningful opportunities to promote wellbeing self-reported Wii related injuries and categorized for aged and disabled clients within an aged-care the data by type of injury and game-related and disability service.” The caretakers though injury to investigate if there were any suggested those clients who had significant identifiable injury patterns associated with Wii cognitive and/or physical disabilities did not find use. Although the likelihood of injury being the same success. These outcomes are likely reported is very low, 39 Wii related injuries associated with the MET levels identified in the were documented over a two-year span (2007- previous studies, as light exercise is known be 2009). A particularly high percentage (46%) better tolerated by those with higher faculties in occurred while playing the Wii Sports Tennis. In an assisted care environment. addition, investigators found 14 distinct injury patterns (including laceration) were sustained Based on the findings it seems that AVG during AVG play. According to the National activities provide benefit when they replace Electronic Injury Surveillance System (NEISS) sedentary behavior and may be a suitable for 2007, results indicated that females were adjunct for those in assisted living facilities. more prone to injuries and the mean age for Adults and children alike may enjoy the injury was 16 years. Consistent with the activities on a routine basis with limited risk aforementioned, the NEISS stated most injuries based on the literature, but warning of risks were soft tissue in nature and located in the related to overuse or over exertion are increasing shoulders, hands and fingers, face and neck in anecdotal reports and practical environments. region although Wii knee, Wii shoulder, and Wii Any physical activity is a move in the right elbow have been discussed in the literature. direction and video gaming can certainly play a role, but as it stands, active video games have Even with the possible risk of overuse/exertion not replaced the need for routine exercise. If the active video games have demonstrated video games are a part of a strategy for increased positive outcomes for (ironically) the elderly physical activity a variety of actions should be population. In a study published in the Health employed to prevent overuse injuries and Promotion Journal of (2010) balance health related components of fitness.

National Council on Strength and Fitness