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Utilizing Active Video Games for Accurate Energy Expenditure Assessment in Physically Active Adults

Year: 2026
Type: article
Abstract: This study validated the energy expenditure (EE) reported by the active video game (AVG) Fitness Boxing 2: Rhythm & Exercise by comparing it with indirect calorimetry (MC) in 50 university students (21.2 ± 2.0 years). Participants attended the laboratory on two occasions. During the first session, height (165.6 ± 9.1 cm), body weight (68.5 ± 15.6 kg), and maximal oxygen consumption (42.2 ± 8.2 mL/kg/min) were assessed using a progressive treadmill test. In the second session, participants completed 15 minutes of free-mode exercise on the AVG while connected to the metabolic cart, allowing for simultaneous collection of EE from both the game and indirect calorimetry. Heart rate (162.0 ± 20.5 bpm), perceived exertion (11.5 ± 2.5), and enjoyment (73.3 ± 7.3) were also measured. The results showed significant gender differences in EE (p = 0.049). Specifically, EE estimates differed between devices in women (AVG: 110.3 ± 25.3 kcal vs. MC: 95.3 ± 25.3 kcal; p = 0.003). Although no significant differences were observed in men, the moderate correlation coefficient (r = 0.60) and the standard error of measurement (19.5 kcal), which exceeded the minimal detectable change (5.5 kcal), indicate substantial measurement error. Overall, these findings suggest that the AVG presents considerable inaccuracy when estimating EE and therefore should not be used in clinical or diagnostic contexts. However, it may still serve as a useful tool for promoting exercise participation and adherence.
Language: English
Field: Medicine
Open Access status: diamond
OpenAlex ID: W7204809062
FWCI:
Cites: 65
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Related to: 10