%0 Journal Article %T Comparing the physiological cost of step-powered video gaming, sedentary video gaming, and self-paced ambulatory activity in university students %A Nicola Diane Ridgers %A Joanna McKinney %A Gareth Stratton %A Lee EF Graves %J Archives of Exercise in Health and Disease %D 2011 %I Research Centre in Physical Activity, Health and Leisure (CIAFEL) %X Objectives: Methods intended to convert inactive video gaming to active video gaming have gained popularity in recent years. This study compared the physiological cost of a new peripheral device that uses interactive steps to provide movement within a video gaming system against sedentary video gaming and self-paced ambulatory activity in university students (i.e., ages 19 to 29 years). Methods: Nineteen adults (i.e., 9 males and 10 females) performed six 10- minute activities, namely, self-paced leisurely walking, self-paced brisk walking, self-paced jogging, two forms of sedentary video gaming, and step-powered video gaming. Each participant performed the activities in a random order. The physiological cost of each activity was measured using Actiheart. Results: The energy expenditure of step-powered video gaming (i.e., 388.8 kcal.h-1) was comparable to the energy expended during brisk walking (i.e., 373.8 kcal.h-1); additionally, step-powered video gaming used a higher amount of energy than sedentary video gaming (i.e., 124.1 kcal.h-1) and a lower amount of energy than jogging (i.e., 694.5 kcal.h-1). Conclusion: Overall, step-powered video gaming could be used as an entertaining and appealing tool to increase physical activity, but it should not be used as a complete substitute for traditional aerobic exercise, such as jogging. %K video gaming %K physical activity %K general ergonomics %K physical work capacity %K Actiheart %U http://ciafel.fade.up.pt/ojs/index.php/AEHD/article/view/17/2011.17