An Evaluation of the Energy Expenditure From Wii Fit Games

NCT ID: NCT01561716

Last Updated: 2015-10-01

Study Results

Results available

Outcome measurements, participant flow, baseline characteristics, and adverse events have been published for this study.

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Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

30 participants

Study Classification

INTERVENTIONAL

Study Start Date

2009-09-30

Study Completion Date

2010-04-30

Brief Summary

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The purpose of this study is to provide energy expenditure data on Wii Fit / Wii Fit Plus games as compared with resting and treadmill walking/running.

Detailed Description

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Increasing physical activity and, consequently, increasing energy expenditure and reducing obesity are among the highest public health priorities in the U.S. because physical inactivity negatively affects a wide variety of medical conditions (e.g., metabolic syndromes, cardiovascular disease). Research has shown that a major contributor to physical inactivity is the sedentary behavior induced by increased use of computer and video games. However, some of the newer generations of game consoles such as the Nintendo Wii market their product for its physical activity promoting features. Nintendo's recent release of Wii Fit / Wii Fit Plus uses a balance board and is the first game in which whole-body movements closely mirror that of the actual activity. As the use of these gaming systems may be more enjoyable modes of promoting physical activity than the traditional treadmill exercise, respondents may in turn exercise more regularly and for longer periods of time. To the best of the investigators' knowledge, no studies exist that demonstrate the energy expenditure of the Wii Fit / Wii Fit Plus among adults, or the Wii Fit / Wii Fit Plus compared to other forms of aerobic exercise such as walking and running. This study will provide preliminary data for future external grant applications comparing the energy expenditure of different physical activity conditions employing cutting-edge interactive physical activity promoting technology among adults. The potential contributions of the Wii Fit / Wii Fit Plus to promote healthy behaviors by being an alternative form of physical activity may be particularly informative for people who are unable to meet the national public health recommendations due to personal, health, safety or environmental concerns.

Conditions

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Healthy Young Adults

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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Crossover sequence 1

Resting/Wii Fit Free Run/Wii Fit 3 bouts/treadmill

Group Type EXPERIMENTAL

Wii Fit

Intervention Type DEVICE

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Crossover sequence 2

Resting/Wii Fit Free Run/treadmill/Wii Fit 3 bouts

Group Type EXPERIMENTAL

Wii Fit

Intervention Type DEVICE

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Crossover sequence 3

Resting/Wii Fit 3 bouts/Wii Fit Free Run/treadmill

Group Type EXPERIMENTAL

Wii Fit

Intervention Type DEVICE

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Crossover sequence 4

Resting/Wii Fit 3 bouts/treadmill/Wii Fit Free Run

Group Type EXPERIMENTAL

Wii Fit

Intervention Type DEVICE

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Crossover sequence 5

Resting/treadmill/Wii Fit Free Run/Wii Fit 3 bouts

Group Type EXPERIMENTAL

Wii Fit

Intervention Type DEVICE

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Crossover sequence 6

Resting/treadmill/Wii Fit 3 bouts/Wii Fit Free Run

Group Type EXPERIMENTAL

Wii Fit

Intervention Type DEVICE

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Interventions

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Wii Fit

This is a randomized, crossover study to evaluate the energy expenditure associated with Wii Fit games. After the baseline resting energy expenditure assessment, each participant complete the following physical activities on separate days in a random order, (1) 30-minute Wii Fit Aerobics Free Run, (2) 3 bouts of Wii Fit Aerobics (Advanced Step, Super Hula Hoop, and Rhythm Boxing in a random order) each lasting 10 minutes, and (3) 30-minute treadmill running/walking.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* No chronic disease by self-report (e.g. cardiovascular, renal, hepatic, neurodegenerative, neoplastic, metabolic {diabetes}, hypertension).
* Between the ages of 20-35.
* Normal BMI (BMI between 18.5 and 24.9).
* Not a current nicotine user.
* Demonstrates capacity for giving informed consent. Willing to participate by providing informed consent and committing to complete the study.

Exclusion Criteria

* NA
Minimum Eligible Age

20 Years

Maximum Eligible Age

35 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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University of Rochester

OTHER

Sponsor Role lead

Responsible Party

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Ying Xian

Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Isabel D Fernandez, MD, PhD, MPH

Role: STUDY_CHAIR

University of Rochester

Ying Xian, MD, PhD

Role: PRINCIPAL_INVESTIGATOR

Duke Clinical Research Institute

Lisa Kakinami, PhD

Role: PRINCIPAL_INVESTIGATOR

McGill University

Locations

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University of Rochester

Rochester, New York, United States

Site Status

Countries

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United States

Other Identifiers

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UL1RR024160

Identifier Type: NIH

Identifier Source: secondary_id

View Link

UL1RR024160/5-23087

Identifier Type: -

Identifier Source: org_study_id

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