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Can gaming get you fit? |
Berg J, Wang AI, Lydersen S, Moholdt T |
Frontiers in Physiology 2020 Aug 20;11(1017):Epub |
clinical trial |
5/10 [Eligibility criteria: Yes; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: No; Adequate follow-up: No; Intention-to-treat analysis: Yes; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed* |
RATIONALE: Exergaming may be a viable alternative to more traditional exercise. As high-intensity exercise can provide substantial health benefits, the purpose of this study was to investigate the long-term effectiveness of providing inactive adults with access to a high-intensity exergaming platform. METHOD(S): In this study, 52 inactive adults (< 150 min of exercise per week), aged 18 years or older, were randomized (1:1) into an exergaming (N = 27) or a control group (N = 25). Exergaming participants were given access to the Playpulse exergaming platform for 6 months, where they decided how frequently they wanted to use the platform. The primary outcome measure, analyzed with a mixed model, was peak oxygen uptake (VO2peak). Secondary outcomes included body composition, blood pressure, and blood markers of cardiometabolic health. RESULT(S): Mean VO2peak at 6 months was 42.3 (SD 7.0) mL/kg/min and 41.9 (SD 7.4) mL/kg/min for the exergaming and control group, respectively with no significant between-group differences (-0.7, 95% CI -2.7 to 1.3, p = 0.49). Apart from increased moderate-intensity physical activity in the exergaming group at 3 months (21.9 min/day, 95% CI 2.2 to 41.5, p = 0.03) compared to the control group, there were no significant between-group differences for any outcome at either 3 or 6 months. On average, participants in the exergaming group performed 12 (SD 13) exergaming sessions with an average heart rate of 74.5% (SD 7.5) of maximum heart rate, throughout the intervention. CONCLUSION(S): Due to low exergaming frequency over the 6-month intervention, exergaming participants showed no significant health benefits compared to control. Our study indicates that although the Playpulse exergaming platform is found enjoyable, this is not enough to motivate inactive adults to regularly engage in exercise and thereby improve health. CLINICAL TRIAL REGISTRATION: www.ClinicalTrials.gov, identifier NCT03513380.
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