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University of South Florida XRKade Research
RESEARCH IN PROCESS
Although much more research is needed when looking at exergaming becoming a part of the physical education curriculum, there have been some studies conducted that support these technology-savvy activities. It has been demonstrated that energy expenditure more than doubles when sedentary screen time is converted to active screen time in the form of exergaming activities (Lanningham-Foster et al., 2006). Also, Exergaming using video game bikes is effective in enhancing exercise adherence, and significantly improves several markers of health status in sedentary college-aged males (Warburton et al., 2007). ADHD children were able to show improved reading comprehension when they participated in Dance Dance Revolution, another form of exergaming (McGraw, 2006). A study on the more recently popular Nintendo Wii showed that playing an average of 12.2 hours a week could burn off 1800 calories (Cable, 2007). There was a significant study that was conducted in West Virginia schools was able to provide and intervention program with all of their middle schools by using Dance Dance Revolution for 30 minutes each day, 5 days a week. The preliminary data demonstrated that of the 50 overweight children that participated no weight gain was evident for those that participated regularly and there was support showing a reduction of several risk factors such as diabetes and heart disease.
At the University of South Florida, several pilot studies have been completed with promising data that supports the use of exergaming as a use of physical activity in schools. In one study is was clear that exergaming activities produced much higher heart rates compared to using a traditional jump rope. The exergaming activities were also favored by the subjects. In a semester long study observing two 5th grade elementary classes, it was astonishing to see that all students remained physically active voluntarily the entire semester, discipline issues decreased, and overweight and “non skilled” students were successful. In another pilot study looking at 5 overweight children and a parent, it was interesting to learn that the child’s behavior did change positively towards incorporating more physical activity into their daily lives. Also, by the end of this particular study, all parents were voluntarily active using the exergaming activities – they were becoming gamers! Currently there is preliminary physiological data that is showing subjects have high rates when exergaming but their rate of perceived exertion (RPE) is extremely low. This lets us know that the subjects must be enjoying the workout or their perceptions would not show such surprising results.