Stephen R. Smallwood and colleagues from the University of Chester in England examined the physiologic responses and energy expenditure of active video gaming using a video game with a webcam-style sensor device and software technology that allows the player to interact directly without the need for a game controller.
The study included 10 boys and eight girls ages 11-15.
"Significant increases were observed in heart rate, oxygen uptake and energy expenditure during all gaming conditions compared with both rest and sedentary game play," Smallwood said in a statement.
The study, published in Online First by Archives of Pediatrics & Adolescent Medicine, found Dance Central increased energy expenditure by 150 percent and Kinect Sports Boxing increased energy expenditure by 263 percent above resting values. Dance Central increased energy expenditure were 103 percent and Kinect Sports Boxing increased energy expenditure by 194 percent higher than traditional video gaming, the study said.
"Although it is unlikely that active video game play can single-handedly provide the recommended amount of physical activity for children or expend the number of calories required to prevent or reverse the obesity epidemic, it appears from the results of this study that Kinect active game play can contribute to children's physical activity levels and energy expenditure, at least in the short term," the study authors said.