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dc.contributor.authorKeeton, Stefanie
dc.date.accessioned2017-04-06T22:34:24Z
dc.date.available2017-04-06T22:34:24Z
dc.date.issued2014
dc.identifier.urihttp://hdl.handle.net/10106/26526
dc.descriptionKINE 4400en_us
dc.description.abstractINTRODUCTION: Previous experiments indicate in numerous ways that an active video game gives substantially greater health benefits than an inactive video game. The Wii console can be a good contribution to a person’s work out routine, especially if they are incapable of performing other forms of exercise. Using a Wii or other form of active video gaming can result in high VO2 and HR levels for all age groups, and can be beneficial to a person’s health to keep them active and moving. Many of the studies performed using the Nintendo Wii have used Wii Boxing, with significantly high results in many physiological areas, including VO2. However, studies have not been performed to test the reliability of other Wii video games in changing the physiological factors of its user.en_US
dc.description.sponsorshipFaculty Sponsor Dr. Judy Wilsonen_US
dc.description.sponsorshipFaculty Sponsor, Brad Heddinsen_us
dc.language.isoen_USen_US
dc.subjectphysiological effectsen_US
dc.subjectRPE valueen_US
dc.subjectSensormedics machineen_US
dc.titleAffects on Heart Rate, VO2, Energy Expenditure, and Rate of Perceived Exertion Using the Wii Interactive Gaming Consoleen_US
dc.typePresentationen_US
dc.publisher.departmentDepartment of Kinesiology, The University of Texas at Arlingtonen_us
dc.publisher.departmentCardiovascular Laboratory, The University of Texas at Arlingtonen_us
dc.publisher.departmentExercise Science Research Laboratories, The University of Texas at Arlingtonen_us


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