RESEARCH ON ENERGY EXPENDITURE OF EXERGAMING: A CASE STUDY OF RING FIT ADVENTURE

Author(s): XINYAN, C., ZHENJI, Q., BOWEN, L., YANG, W., Institution: BEIJING SPORT UNIVERSITY, Country: CHINA, Abstract-ID: 759

INTRODUCTION:
Modern lifestyles often prevent people from meeting WHO physical activity guidelines. Exergaming offers a convenient home exercise option. However, current methods for estimating energy expenditure (EE) and METs in exergames may be inaccurate, raising concerns about their effectiveness and safety. This study will use Ring Fit Adventure (RFA),which became a world hit as an example to calculate its energy expenditure, analyze its energy consumption characteristics and metabolic intensity, aiming to provide scientific reference for metabolic intensity assessment and energy expenditure estimation of exergames.
METHODS:
24 healthy college students(16F) with regular exercise habits participated. Exclusion criteria included medical conditions, recent injuries, or use of substances affecting metabolism. Participants avoided exercise, alcohol, and caffeine for 24h before testing and fasted for 2h. The study used the "Ukiyo-ya" level in RFA. The participants were required to sit quietly and rest for 30 minutes after arriving at the lab,then they finished the preparatory steps,the game system automatically calculated and set the game intensity and then played the game. VO₂, heart rate, and blood lactate were measured at rest, during exercise, and throughout a 30-minute seated recovery. EPOC was determined as the period until VO₂ returned to baseline.Calculate aerobic energy consumption and EPOC using oxygen consumption at different stages,and determine anaerobic energy consumption using the blood lactate difference.Total EE(TEE)(kJ) = Aerobic EE (kJ) + Glycolytic EE (kJ) + Post-exercise EE (kJ)[1]
RESULTS:
1. During the gaming experiment,aerobic EE accounted for 67.8±5.7% of TEE(193.5±78.2 kJ). EPOC contributed 27.1±5.7% (78.1±36.7 kJ), and glycolytic EE only 5.1±1.7%(14.9±7.5 kJ). Repeated-measures ANOVA showed significant differences among the three EE sources in both absolute amounts and relative proportions
2. The game system underestimated EE by 58.7±7.0% (estimated: 114.7±38.5 kJ; TEE: 286.5±113.1 kJ; P<0.001), but a significant linear correlation existed (R²=0.808, P<0.0001).
3. METs from TEE (7.2±1.4) were highest, exceeding those from VO₂(4.7±0.7), with the game system’s METs lowest(2.8±0.2). Differences among methods were significant (P<0.001).
CONCLUSION:
1.Healthy college students can achieve moderate-to-vigorous physical activity levels while playing the Ukiyo-ya stage in RFA.
2.The RFA game system underestimates the energy expenditure of healthy college students during gameplay.
References:
[1]SCOTT C B, LEIGHTON B H, AHEARN K J, et al. Aerobic, Anaerobic, and Excess
Postexercise Oxygen Consumption Energy Expenditure of Muscular Endurance and Strength:
1-Set of Bench Press to Muscular Fatigue[J]. Journal of Strength and Conditioning Research,
2011, 25(4): 903-908.