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Active video dancing game provides high-intensity exercise for hip-hop dancers and non-dancers
Abstract
The purpose of this study was to investigate the effects of active video game dancing (AVG dancing) on physiological variables in hip-hop dancers. The AVG dancing was performed using the Xbox Kinect, and the physiological variables included oxygen consumption (VO2), heart rate (HR), energy expenditure (EE), metabolic equivalent (MET), respiratory exchange ratio (RER), and the percentage of maximum oxygen consumption (VO2max%). Thirteen hip-hop dancers (dance experience 5.4±3.2 years) and 16 recreationally active young non-dancers participated in the study. VO2max was measured at baseline. A few days later, following 15 min of rest in a supine position, the participants performed the AVG dancing. The mean VO2max values in the dancers and non-dancers were 47.7±1.8 mL/min/kg and 46.6±1.9 mL/min/kg, respectively. No significant difference in VO2max was observed between the groups. However, the percentage (%) of VO2max and percentage of HRmax values were significantly higher in the dancer group during the AVG dancing (p<0.01). Furthermore, the VO2AVG Dance, HRAVG Dance, EEAVG_Dance and METAVG_Dance values were significantly higher in the dancer group (p<0.01). These findings demonstrate that while previous dance experience may affect the playability of the game, thus causing improved physiological responses, AVG dancing provides high-intensity exercise to both dancers and non-dancers (>6 MET).
Keywords: Exer-game; Dance experience; Oxygen consumption; Energy expenditure; Heart rate; Active video game