Cardiorespiratory Exertion While Playing Video Game Exercises in Elderly Individuals With Type 2 XXXX .

@entity1 @entity410 @entity6 @entity26 @entity164
OBJECTIVE: To evaluate the suitability of the Wii Fit Plus exergame as a tool to improve @entity410 in individuals with @entity164 2 @entity6 . DESIGN: Experimental cross-sectional study. SETTING: Controlled laboratory. @entity1 : Twelve @entity164 2 @entity6 @entity1 (10 male and 2 female; age, 60.2    7.7 years; body mass index, 30.9    6.2 kg/m). INTERVENTIONS: At baseline, all @entity1 underwent an all-out cardiopulmonary exercise test on a treadmill to assess peak and average @entity26 consumption (V[Combining Dot Above]O2peak and V[Combining Dot Above]O2mean). Forty-eight to 72 hours after the cardiopulmonary exercise test, the same parameters were assessed during three 10-minute bouts of Wii Fit Plus exergaming and converted to percentage of treadmill V[Combining Dot Above]O2peak (%V[Combining Dot Above]O2peak). MAIN OUTCOME MEASURES: V[Combining Dot Above]O2peak and V[Combining Dot Above]O2mean during Wii Fit Plus play relative to V[Combining Dot Above]O2peak achieved during the cardiopulmonary exercise test. RESULTS: All Wii Fit Plus exercises generated a V[Combining Dot Above]O2peak of around 60% and V[Combining Dot Above]O2mean of around 40% of the V[Combining Dot Above]O2peak as established during the cardiopulmonary exercise test. Mean heart rate and resting energy expenditure (respiratory exchange ratio) lay in a range of moderate aerobic exercise. A moderate-to-strong correlation between treadmill V[Combining Dot Above]O2peak and both exergame V[Combining Dot Above]O2peak and exergame V[Combining Dot Above]O2mean was found. CONCLUSIONS: Video gaming has the potential to offer training intensities that concur with established guidelines for @entity164 2 @entity6 @entity1 . The training intensity is self-adjusting based on fitness level allowing for an effective workout for different users.
