Lanningham-Foster · The Journal of pediatrics 2009 · single-group within-subject experimental study · n=42

Activity-promoting video games and increased energy expenditure.

Cited 295 times in the scientific literature.

Level 4 - case-series / case-control

Single-group within-subject laboratory comparison without randomization

PubMed 19324368 · doi:10.1016/j.jpeds.2009.01.009 · record verified 2026-08-29

What was done

Researchers measured energy expenditure using indirect calorimetry and physical activity via accelerometers in 22 healthy children (aged 12 ± 2 years; 11 male, 11 female) and 20 healthy adults (aged 34 ± 11 years; 10 male, 10 female). Measurements were taken across five conditions: resting, standing, watching television seated, sitting while playing a traditional sedentary video game, and playing an activity-promoting video game (Nintendo Wii Boxing).

What was found

Energy expenditure was significantly higher during Nintendo Wii Boxing than all other tested conditions for both groups. The mean increase over resting energy expenditure was 189 ± 63 kcal/hr in children (P < .001) and 148 ± 71 kcal/hr in adults (P < .001). Accelerometer measurements showed children engaged in significantly more movement than adults during Wii play (55 ± 5 vs. 23 ± 2 arbitrary acceleration units, P < .001).

Why it matters

Active video games can acutely increase caloric expenditure above sedentary screen time in children and adults, offering an alternative to passive screen entertainment.

Limits

The study had a small sample size (n = 42) and evaluated only a single active game (Nintendo Wii Boxing) during an acute laboratory session. The abstract does not report long-term adherence, habitual play patterns, or the effects on body composition outside the lab.

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