Comparing Enjoyment and Perceived Exertion Between Equivalent Bouts of Physically Interactive Video Gaming and Treadmill Walking

Lisa Leininger, Michael Coles, Jenelle Gilbert

Abstract


BACKGROUND: Physical activity and good health are not usually associated with playing video games. "Exergaming", which requires whole body movement to interact with the video game, has the potential to change this negative relationship if it can be shown that people find it enjoyable. PURPOSE: The purpose of this investigation was to compare rating of enjoyment and rate of perceived exertion (RPE) between exergaming with Dance Dance Revolution (DDR) and traditional treadmill walking, done at similar VO2. METHODS: Eighteen, 18-28 year old DDR novices participated in the investigation. All subjects had two DDR practice sessions prior to testing. A Likert enjoyment scale and OMNI RPE scale were used to determine differences between isocaloric bouts of exergaming and treadmill walking sessions. Differences were statistically evaluated using paired t-tests. RESULTS: Subjects reported a significantly higher (p<0.05) rating of enjoyment following the exergaming session while there was no statistical difference (p>0.05) in RPE between exergaming and treadmill walking. CONCLUSION: Due to exergaming's rising popularity, increasing accessibility and favorable enjoyment rating, exergaming is a valuable alternative to traditional modes of exercise for increasing regular participation in physical activity.


Keywords


Obesity; Physical Activity; Interactive Video Games

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ISSN: 19206216