The Wii Fit: Can It Make You As Aerobically Fit As a Real-World Workout?

Total Page:16

File Type:pdf, Size:1020Kb

The Wii Fit: Can It Make You As Aerobically Fit As a Real-World Workout? 12 | Fitness | Aug/Sept 2011 CARDIO TRAINING The Wii Fit: Can it make you as aerobically fit as a real-world workout? Does the Wii Fit live up to Nintendo’s claim that daily use can lead to improved health and fitness? Christian Finn puts it through its paces. he Wii Fit is one of the first energy cost of a given activity as a multiple energy expenditure during the six most products to be marketed as a of your resting metabolic rate (RMR). challenging activities featured in the Wii Fit ‘fitness’ game with four training One MET represents the energy (Free Run, Island Run, Free Step, Advanced categories aimed at improving expended during quiet sitting. Two METs Step, Super Hula Hoop and Rhythm Tplayers’ muscle condition, balance, indicates the energy expended is twice Boxing). flexibility and aerobic capacity. You might that of resting levels, three METs are triple When played for 30 minutes, Wii also have seen TV adverts claiming that the the resting energy expenditure, and so Fit’s Free Run and Island Run burned an Wii Fit will help you lose weight. on. MET values range from a low of 0.9 average of 165 calories, which was the So, is the Wii Fit a suitable alternative to (sleeping) to a high of 18 (running at 17.5 highest calorie expenditure of the six regular workouts? Or is it just another in kilometres per hour). activities tested. Rhythm Boxing expended a long line of fitness gadgets that promise The average MET values of all activities an average of 114 calories, followed by much but deliver little? included in Wii Fit and Wii Sports ranged Super Hula Hoop, Advanced Step and from 1.3 METs (Lotus Focus) to 5.6 METs Free Step at 111, 108 and 99 calories, Energy expenditure (single-arm stand). The average MET respectively. As you might imagine, doing Researchers from Japan report that one- values in yoga, balance, resistance and the real thing as opposed to the virtual third of the activities included in Wii Sports aerobic exercises of Wii Fit Plus and Wii one leads to significantly higher calorie (golf, bowling, tennis, baseball and boxing) Sports were 2.1, 2.0, 3.2, and 3.4 METs, expenditure. and the Wii Fit Plus (yoga, resistance, respectively. For example, even the Wii Fit advanced balance and aerobic exercises) can count Roughly two-thirds of the activities step game burned only 25% of the toward the daily amount of moderate- (67%) were classified as light intensity (less calories of a regular step aerobics class of intensity physical activity recommended by than 3.0 METs), while 22 activities (33%) the same length, mainly because of the the American College of Sports Medicine were classified as moderate intensity low height of the Wii Fit Balance Board to prevent weight gain and provide (3.0-6.0 METs). There were no vigorous- that’s used as a step. modest weight loss.1 intensity activities (greater than 6.0 METs). “I guess a little is better than nothing,” The study measured energy expenditure Research commissioned by the says study lead author John Porcari PhD, in terms of the metabolic equivalent American Council on Exercise (ACE) has “but we were a little underwhelmed with of task (MET). METs are used by some also examined the impact of the Wii Fit on the intensity of some of the exercises. The physiologists and involve expressing the calorie expenditure.2 The study measured Wii Fit is a very, very mild workout.” Fitpro www.fitpro.com Aug/Sept 2011 | Fitness | 13 Special populations bilateral spastic cerebral palsy.5 Average When you buy the Wii Fit, you also get energy expenditure during Wii Sports a Balance Board. As you step onto the game play was 4.5 METs for tennis and 5.0 board, it interprets the movement of your METs for boxing (3.0-6.0 METs is classed feet, sensing your weight and balance, as moderate-intensity activity), while two and bringing your motions to life on the participants attained energy expenditures screen. Using the Wii Fit Balance Board, greater than 6.0 METs (vigorous intensity) researchers have been able to design tasks while playing Wii Sports’ tennis or boxing.5 that both train and test balance in older As with most forms of exercise, the adults, particularly those unable to take benefits of Wii Fit will depend largely part in regular exercise due to the risk of on the individual. It might be a good falling. start for someone who is sedentary, or When compared with a laboratory- to supplement a more vigorous exercise grade force platform (which are often routine. The feedback provided by the prohibitively expensive), the Wii Fit device may also give it an edge over Balance Board has been shown to provide traditional exercise DVDs – the Wii An earlier study by Porcari 3 suggests the average clinician with a balance provides a range of statistics, personal that Wii Sports, the suite of games that assessment tool that is inexpensive, widely targets, charts, and so on, which help includes tennis, boxing, golf and bowling, available and accurate enough to be used to keep you motivated once the initial is a far better way to meet the minimum in a clinical setting.4 Studies are now enthusiasm has worn off. While the Wii intensity guidelines for exercise. underway to see if the Wii Fit Balance Fit shouldn’t replace existing workouts, “You’re better off doing Wii Sports Board can improve balance in patients who particularly for those who are already fit, than Wii Fit,” he says. “In Wii Sports, have suffered a stroke, have Parkinson’s it’s certainly better than the alternative there’s more jumping around and you’re Disease, and also in healthy elderly subjects – sitting on the sofa hunched over a not constrained by having to stand on at risk of falling. controller pressing buttons. fp the balance pad. I just think there’s much Wii Sports’ tennis and boxing have more freedom of movement and you get a also both been shown to provide at least To view the references, visit better workout.” moderate-intensity exercise in adults with www.fitpro.com/references www.fitpro.com.
Recommended publications
  • Off the Couch! Video Games That Encourage Activity
    Off The Couch! Video Games That Encourage Activity By: Kim Keough “Turn off that video game!” Have you been harassed to turn off your video games and get off the couch? Ever find yourself in a fight with your parents about it? That may be in part because video games have often been blamed for childhood obesity and laziness and your parent may have that in mind. But now, thanks to new technology, many companies are making video games that encourage lots of jumping, dancing, and sports simulations. Now you can play really cool games that test your skills and let you brag about your high scores. But the kicker is that it might keep parents off your back. Now you can say these interactive games get the heart rate up and chest pounding – and that you’re meeting your daily recommendation for exercise! Need more ammo to prove a point? Using video games for fitness has a couple of benefits: Improved motivation: By playing against an opponent, or by trying to beat a previous score, video gamers may be motivated to try harder and do better each day. Working different body parts: Video games geared toward strength training, balance and aerobics can be helpful in getting people moving, rather than just sitting stationary and working their thumbs on the game controller. Bringing families together: You can play fitness-focused games with your parents, sisters, and brothers, improving the fitness of the entire family. Shape Up! You can burn more than four times as many calories per minute playing an active video game than playing a seated game.
    [Show full text]
  • Wii-Workouts on Chronic Pain, Physical Capabilities and Mood of Older Women: a Randomized Controlled Double Blind Trial
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Repositório Científico do Instituto Politécnico do Porto Wii-Workouts on Chronic Pain, Physical Capabilities and Mood of Older Women: A Randomized Controlled Double Blind Trial Renato Sobral Monteiro-Junior; Cíntia Pereira de Souza; Eduardo Lattari; Nuno Barbosa Ferreira Rocha; Gioia Mura; Sérgio Machado; Elirez Bezerra da Silva Abstract Chronic Low Back Pain (CLBP) is a public health problem and older women have higher incidence of this symptom, which affect body balance, functional capacity and behavior. The purpose of this study was to verifying the effect of exercises with Nintendo Wii on CLBP, functional capacity and mood of elderly. Thirty older women (68 ± 4 years; 68 ± 12 kg; 154 ± 5 cm) with CLBP participated in this study. Elderly individuals were divided into a Control Exercise Group (n = 14) and an Experimental Wii Group (n = 16). Control Exercise Group did strength exercises and core training, while Experimental Wii Group did ones additionally to exercises with Wii. CLBP, balance, functional capacity and mood were assessed pre and post training by the numeric pain scale, Wii Balance Board, sit to stand test and Profile of Mood States, respectively. Training lasted eight weeks and sessions were performed three times weekly. MANOVA 2 x 2 showed no interaction on pain, siting, stand-up and mood (P = 0.53). However, there was significant difference within groups (P = 0.0001). ANOVA 2 x 2 showed no interaction for each variable (P > 0.05). However, there were significant differences within groups in these variables (P < 0.05).
    [Show full text]
  • Influence of the Use of Wii Games on Physical Frailty Components
    International Journal of Environmental Research and Public Health Article Influence of the Use of Wii Games on Physical Frailty Components in Institutionalized Older Adults Jerónimo J. González-Bernal 1 , Maha Jahouh 1,* , Josefa González-Santos 1,*, Juan Mielgo-Ayuso 1,* , Diego Fernández-Lázaro 2,3 and Raúl Soto-Cámara 1 1 Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; [email protected] (J.J.G.-B.); [email protected] (R.S.-C.) 2 Department of Biochemistry, Molecular Biology and Physiology, Faculty of Health Sciences, Campus of Soria, University of Valladolid, 42003 Soria, Spain; [email protected] 3 Neurobiology Research Group, Faculty of Medicine, University of Valladolid, 47005 Valladolid, Spain * Correspondence: [email protected] (M.J.); [email protected] (J.G.-S.); [email protected] (J.M.-A.) Abstract: Aging is a multifactorial physiological phenomenon in which cellular and molecular changes occur. These changes lead to poor locomotion, poor balance, and an increased falling risk. This study aimed to determine the impact and effectiveness of the use of the Wii® game console on improving walking speed and balance, as well as its influence on frailty levels and falling risk, in older adults. A longitudinal study was designed with a pretest/post-test structure. The study population comprised people over 75 years of age who lived in a nursing home or attended a day care center (n = 80; 45 women; 84.2 ± 8.7 years). Forty of them were included in the Wii group (20 rehabilitation sessions during 8 consecutive weeks), and the other 40 were in the control group.
    [Show full text]
  • Wii Fit– Or Just a Wee Bit?
    Wii Fit– Or Just A Wee Bit? By Alexa Carroll, M.S., ast Christmas, Chris Lee and his wife Julie bought a Nintendo Wii John Porcari, Ph.D., video game system as a gift for their three kids, ages 4 to 9. It was and Carl Foster, Ph.D., an immediate hit with the family, and soon after, they also pur- with Mark Anders Lchased Wii Fit, an exer-game for the Wii that focuses on strength training, aerobics, yoga and balance games performed using a small white balance board that looks similar to a household body-weight scale. “It sounded like a fun way to get the kids to of all time. These stats are encouraging, given the exercise and become aware of fitness without well-publicized epidemic of childhood obesity in being draconian or burdensome,” recalls Chris. our country and the fact that obesity and its com- “My oldest daughter took to it right away. My plications cause as many as 300,000 premature wife and I came around a bit more slowly after deaths each year, second only to cigarette smoking watching and helping the kids.” as a cause of death. For the past nine months, the Lees have used Now, assuming folks are using the Wii Fit exer- Wii Fit at least a few times a week, doing yoga, game as a substitute for their normally sedentary weighing in, charting their fitness progress, and screen-time, these numbers are good news. But having family challenges in ski jumping and on just how good? To give the public perspective on the rope course balance games.
    [Show full text]
  • A Pilot Trial of a Videogame-Based Exercise Program for Methadone Maintained Patients
    Journal of Substance Abuse Treatment 47 (2014) 299–305 Contents lists available at ScienceDirect Journal of Substance Abuse Treatment Brief article A pilot trial of a videogame-based exercise program for methadone maintained patients Christopher J. Cutter, Ph.D. a,b,⁎, Richard S. Schottenfeld, M.D. a, Brent A. Moore, Ph.D. a, Samuel A. Ball, Ph.D. a, Mark Beitel, Ph.D. a,b, Jonathan D. Savant, B.S. b, Matthew A. Stults-Kolehmainen, Ph.D. c, Christopher Doucette, B.A. b, Declan T. Barry, Ph.D. a,b a Yale University School of Medicine, Department of Psychiatry, New Haven, CT 06511 United States b Pain Treatment Services, APT Foundation, Inc., New Haven, CT 06519 United States c Northern Illinois University, IL 60115 United States article info abstract Article history: Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the Received 23 October 2013 feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and- Received in revised form 7 May 2014 attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity Accepted 12 May 2014 levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving Keywords: ™ Opioid-related disorders physical exertion) or Sedentary Game Play (Wii videogames played while sitting). Participants had high Exercise satisfaction and study completion rates. Active Game Play participants reported greater physical activity Video games outside the intervention than Sedentary Game Play participants despite no such differences at baseline.
    [Show full text]
  • Validity and Reliability of Wii Fit Balance Board for the Assessment of Balance of Healthy Young Adults and the Elderly
    J. Phys. Ther. Sci. 25: 1251–1253, 2013 Validity and Reliability of Wii Fit Balance Board for the Assessment of Balance of Healthy Young Adults and the Elderly WEN-DIEN CHANG, PhD1), WAN-YI CHANG, MS2), CHIA-LUN LEE, PhD3), CHI-YEN FENG, MD4)* 1) Department of Sports Medicine, China Medical University, Taiwan (ROC) 2) Graduate Institute of Networking and Multimedia, National Taiwan University, Taiwan (ROC) 3) Center for General Education, National Sun Yat-sen University, Taiwan (ROC) 4) Department of General Surgery, Da Chien General Hospital: No. 36, Gongjing Road, Miaoli City, Miaoli County, Taiwan (ROC) Abstract. [Purpose] Balance is an integral part of human ability. The smart balance master system (SBM) is a balance test instrument with good reliability and validity, but it is expensive. Therefore, we modified a Wii Fit bal- ance board, which is a convenient balance assessment tool, and analyzed its reliability and validity. [Subjects and Methods] We recruited 20 healthy young adults and 20 elderly people, and administered 3 balance tests. The corre- lation coefficient and intraclass correlation of both instruments were analyzed. [Results] There were no statistically significant differences in the 3 tests between the Wii Fit balance board and the SBM. The Wii Fit balance board had a good intraclass correlation (0.86–0.99) for the elderly people and positive correlations (r = 0.58–0.86) with the SBM. [Conclusions] The Wii Fit balance board is a balance assessment tool with good reliability and high validity for elderly people, and we recommend it as an alternative tool for assessing balance ability.
    [Show full text]
  • Video Game Rehabilitation
    Video Game Rehabilitation Joe Savoia MS, ATC Jeff Basilicato ATC Is There A Place for Games in Therapy? Currently……. Stroke Victims Elderly Why Not Athletes Old Techniques, New Toys Traditional Rehabilitation -Therabands, proprieoception, manual resistance, etc. No Special Equipment -Just Wii and Existing Games Not Boring/Not Reinventing the Wheel Existing Video Rehabilitation Devices Cybex Trazer - Existing Video Rehabilitation Devices Balance Systems -Biodex Kat System -PC Based System Existing Video Rehabilitation Devices Great Tools -Fun, exciting, challenging, and most important….different. Problems? -Bulky -Learning Curve -Expensive Benefits of Using Wii Adherence – Many of the traditional exercises can get boring rather quickly. Using a video game such as the Nintendo Wii that athletes are familiar with would increase the amount of fun the athlete was having while doing modified traditional exercises. Benefits of Using Wii Cost – A Nintendo Wii only costs $250, and includes all the basic equipment necessary for doing rehabilitation. Contents: 1 Wii Console 1 Wii Remote 1 Nunchuck Remote Wii Sports Benefits of Using Wii Mii Profile – In ‘Wii Sports’ as you continue to progress and play more the intrinsic difficulty of your opponent increases. Difficulty – In addition to the intrinsic increase in difficulty, traditional rehabilitation progressions can be used to increase difficulty. Benefits of Using Wii Feedback ‘Wii Sports’ provides scoring against a computer player, so as you improve it provides feedback. Additionally, factors such as MPH of pitches also provide feedback. ‘Wii Fit’ provides feedback through a variety of ways using the balance board. Set Up Mii A Mii is an electronic representation of the individual playing.
    [Show full text]
  • Nintendo's Wii Fit Overestimates Distance
    Science and Technology How Far Did Wii Run? Nintendo’s Wii Fit Overestimates Distance Shayna Moratt*, Carmen B. Swain Department of Exercise Science, The Ohio State University College of Education and Human Ecology ‘Exergaming’ (performing exercise utilizing an interactive video game) has become a popular form of physical activity. Some exergames are specifi- cally aimed at improving or maintaining physical fitness. Yet, there is little information available to describe the accuracy of feedback given to partic- ipants. PURPOSE: To examine the reported run distance and exercise in- tensity elicited by the Wii Fit aerobic free run. METHODS: 500 participants ages 10- 49 completed the Wii Fit aerobic free run. Oxygen consumption (VO2) was measured. Relative oxygen consumption values were used to determine estimated run distance based upon American College of Sports Medicine (ACSM) metabolic equations. Subjects rated perceived exertion using Borg’s scale at a period of every 5 minutes.RESULTS: The Wii Fit overestimated the distance of the aerobic free run by a percentage differ- ence of 49.9 ± 15.7 percent. The average VO2 during the free run was 22.3 ± 5.8 ml/kg/min or 6.4 ± 1.7 METs, which is considered vigorous in- tensity by ACSM standards. The mean RPE recorded was 12.43 ± 2.46. CONCLUSIONS: The Wii Fit displays an overestimated figure for dis- tance when performing the aerobic free run. However, the general level of intensity in this sizeable population shows promise as a method of ex- ercise appropriate to improve or maintain fitness in various populations. Introduction BASS, 2010). Frequent participation in physi- About the Author: Physical activity is defined as any body cal activity contributes to ones physical fitness.
    [Show full text]
  • THE EFFECTS of the WII FIT PLUS on BONE MINERAL DENSITY and FLEXIBILITY in ADULTS a Thesis Presented to the Graduate Faculty Of
    THE EFFECTS OF THE WII FIT PLUS ON BONE MINERAL DENSITY AND FLEXIBILITY IN ADULTS A Thesis Presented to The Graduate Faculty of The University of Akron In Partial Fulfillment of the Requirements for the Degree Master of Science Nicholas T. Potenzini May, 2011 THE EFFECTS OF THE WII FIT PLUS ON BONE MINERAL DENSITY AND FLEXIBILITY IN ADULTS Nicholas T. Potenzini Thesis Approved: Accepted: __________________________ __________________________ Advisor Dean of the College Dr. Judith Juvancic-Heltzel Dr. Mark Shermis __________________________ __________________________ Committee Member Dean of the Graduate School Dr. Ronald Otterstetter Dr. George Newkome __________________________ __________________________ Committee Member Date Rachele Kappler __________________________ Department Chair Dr. Victor Pinheiro ii TABLE OF CONTENTS Page LIST OF TABLES………………………………………………………………………..v LIST OF FIGURES………………………………………………………………………vi CHAPTER I. INTRODUCTION……………………………………………………….……….......1 II. REVIEW OF LITERATURE……………………………..…………….………..….. 4 III. METHODS……………………………………...…………………………….….…. 8 Participants……………………………….…………………..…………………..8 Program Design………………………………………………..….………….….11 Statistical Design……………………………………….…………..……….…...13 IV. RESULTS……………………………………………...………………….……..…..14 V. SUMMARY………………………………………...………………………..………18 REFERENCES……………………………………………………………………..……21 APPENDICES .................................................................................................................. 24 Appendix A. Human Subjects Approval Form………………………………… 26 Appendix
    [Show full text]
  • Nintendo Wii Versus Resistance Training to Improve Upper-Limb Function in Children Ages 7 to 12 with Spastic Hemiplegic Cerebral Palsy: a Home-Based Pilot Study
    Nintendo Wii versus Resistance Training to Improve Upper-Limb Function in Children Ages 7 to 12 with Spastic Hemiplegic Cerebral Palsy: A Home-Based Pilot Study By Caroline Kassee A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Health Sciences In The Faculty of Health Sciences Kinesiology University of Ontario Institute of Technology July 2015 © Caroline Kassee, 2015 ii CERTIFICATE OF APPROVAL Caroline Kassee (2015) iii Nintendo Wii versus Resistance Training to Improve Upper- Limb Function in Children Ages 7 to 12 with Spastic Hemiplegic Cerebral Palsy: A Home-Based Pilot Study Chairperson of the Supervisory Committee: Dr. Meghann Lloyd Faculty of Health Sciences Abstract This pilot, home-based study compared a Nintendo Wii intervention to a single-joint upper-limb resistance training of a similar intensity, in n=6 children ages of 7 to 12 with spastic hemiplegic CP with respect to upper limb function, compliance and motivation levels. The main results of this study found that all participants in the Wii intervention group (n=3) experienced positive changes in more than one assessment from pre-test to follow-up, and these changes were on average greater than those experienced by the resistance training group (n=3). Also, the Nintendo Wii group was found to have a higher compliance rate with the study’s protocols, and higher parent-reported motivation levels throughout the study, as compared to the resistance-training group. This suggests that Nintendo Wii interventions for the upper limbs may be a more effective home-based rehabilitation strategy than the single-joint upper limb resistance training program used in this study for this population, primarily due to greater participant motivation to comply with Nintendo Wii training.
    [Show full text]
  • Wii Sports Resort 10 Pack Introduction Thank You for Purchasing the Hip
    Wii Sports Resort 10 Pack Introduction Thank you for purchasing the Hip Street Sports Resort 10 Pack. To ensure the best performance of your product, please read this manual carefully and keep for future reference. Box Contents 1 x Sword 1 x Frisbee 1 x Handle 1 x Golf Club 2 x Wrist strap 1 x Bow 1 x Jet Ski Handle 1 x Instruction Manual 1 x Ping Pong Paddle 1 x Paddle Instructions for ping pong paddle, paddle, sword and golf club 1. Select one of the sports accessories, pull back the slide lock, line up with the handle clips and push down until the slide lock can release 2. Assembling: insert the Wii remote into the handle with the IR sensor towards the attachment. Connect the MotionPlus / Nunchuk. a. Ensure both the handle and accessory are securely fixed to the Wii remote before playing 3. Disassembling: disconnect the MotionPlus / Nunchuk and push the controller out from the “B” button. Pull back the slide lock on the accessory and pull the clips apart 4. During game play, use the D pad on the Wii remote to make menu selections. 5. To use the on screen cursor; remove the Wii remote control from the handle if the attachment interferes with the IR pointer. Instructions for bow 1. Assembling: insert the Wii remote into the handle with the IR sensor towards the larger opening and connect the MotionPlus / Nunchuk. 2. Disassembling: disconnect the MotionPlus / Nunchuk and push the controller out from the “B” button Instructions for Jet Ski handle 1.
    [Show full text]
  • Name of Article Author; Year of Publication Type of Gaming
    Name of Author; Year Type of gaming Length of Process how its Who can access it Type of How often If a research article is Article of Intervention time for delivered content gaming retrieved (what is Publication intervent delivered intervention measured? i.e. ion can be behaviour, delivery accessed knowledge, symptoms etc.) A feasibility Joo et al.; The Nintendo 2 weeks The Wii detects Patients of the study The player uses 6 sessions per Outcome measures study using 2010 Wii™ (NW) per specific after stroke with part or whole day for 30 include a interactive gaming system, patient movements and upper limb of the upper minutes questionnaire, Fugl- commercial was used for this acceleration in 3 weakness. The limb to Meyer Assessment off-the-shelf study, as it detects dimensions, via a patients were perform tasks of Upper Limb Motor computer the user’s wireless handheld recruited from the (e.g. swinging a Function and visual gaming in movement and pointing device. It inpatient virtual tennis analogue scale of upper limb acceleration in 3 is held by the user, rehabilitation unit of racket or upper limb pain. rehabilitation dimensions using and a sensor bar a Singapore throwing a in patients a wireless connected to the Rehabilitation virtual bowling after stroke. handheld pointing console. Different Centre. Patients were ball). The device (Wiimote) games are included if they were games are housing a designed to test less than 3 months designed to be gyroscope and an the skills of the post-stroke, had fun and accelerometer. user in executing Medical Research interactive, Using various and acceleration of Council motor power with scores and commercially the upper limbs as of at least grade 2 in various available games specified by the the hemiplegic upper motivational (including sports games.
    [Show full text]