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With the Christmas video-game-buying season in full swing, now seems the right time to ask, Are active video games being aimed, at least in part, at the wrong audience? Active video games refer, of course, to games that require you to be active. Often also called exergames, they include the Wii Fit, Dance Dance Revolution from Konami and the new Microsoft Xbox Kinect and Sony PlayStation Move systems, among others. Depending on the game, they exhort players to hop, wriggle, serve and volley, left-hook a virtual boxing opponent or, in some other fashion, move. The underlying premise of these games is that, unlike Madden NFL 11 or Super Street Fighter IV, playing them should improve people’s fitness and health.

But the latest science suggests that that outcome, desirable as it may be, is rarely achieved by most players, particularly the young. In theory, active games should come close to replicating the energy demands and physiological benefits of playing the actual sports they imitate. But as most of us might guess, they don’t. Studies consistently have found that active video games, although they require more energy than simply watching television or playing passive video games, are not nearly as physically demanding as real sports and physical activities. A study published earlier this year in Medicine and Science in Sports and Exercise found that when adults “exergamed” in a metabolic chamber that precisely measured their energy expenditure, only 22 of the 68 active video games tested resulted in moderately intense exercise, similar to brisk walking. The vast majority were light-intensity activities, which burned few calories and raised heart rates only slightly. None of the games were as vigorous as a run or an actual tennis match, and few lasted long.

The import of these various findings is clear. “At this point, there is little scientific evidence to suggest that exergames can be used alone to meet current guidelines for physical activity in young people,” said Elaine Biddiss (IBBME), Ph.D., an Assistant Professor at the University of Toronto and co-author of a review article published this summer in The Archives of Pediatric and Adolescent Medicine about children and active video gaming. Exergaming can be an adjunct to other activities, she and other experts say. It can be worthwhile if it replaces time sitting on the couch. But by themselves, active video games do not result in enough energy expenditure to keep children and teenagers fit.

Follow the link to read full article on The New York Times.

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