In the United States of America, the National Health and Nutrition Examination Survey (NHANES), using measured heights and weights, produced data on the prevalence of overweight children and adolescents between the ages 6 – 19 years. From the 1960s to 1980, the prevalence of overweight children and adolescents was relatively stable at 4 – 7% in the 6 – 11 year olds and 5 – 6% in the 12 – 19 year olds. However, from NHANES II (1976 – 1980) to NHANES III (1988 -1994), the rate had increased from 7% to 11% in the 6 – 11 year olds and 5% to 11% in the 12 – 19 year olds. Although the national health objectives were to bring the prevalence of overweight children and adolescents below 11% by 2010, the NHANES 1999 – 2002 estimates suggest that the overweight prevalence has increased to even higher levels, 16 % in both 6 -11 and 12 -19 year olds!
Increasing prevalence of overweight and obese children and adolescents is not confined to the USA. It is a global health issue. We know overweight adolescents are at increased risk of becoming overweight adults with the attendant health problems. Overweight and obesity in the child and adolescent populations are linked to increased food consumption and reduced physical activity. In recent years, many adolescents have mostly sedentary lifestyles for a variety of reasons. Increasing amount of time spent in front of television and computer screens has been causally linked to physical inactivity and obesity. Up until recently, the majority of computer games (PSP, Nintendo DS, PS2 and XBOX 360) have been sedentary games. With the introduction of the Nintendo Wii Sports, which requires players to move more than their fingers during play, it would be interesting to ask whether these active games (Wii Sports – tennis, bowling & boxing) will lead to a significant increase in expenditure of energy per unit time of gaming?
Researchers in Liverpool, UK, measured the energy expended in playing a sedentary computer game (Project Gotham Racing 3, XBOX 360) and active computer games (bowling, tennis and boxing in Wii Sports) in 5 girls and 6 boys aged 13 -15 years who regularly represented their school at hockey or netball (girls) and rugby and soccer (boys) (BMJ 2007; 335: 1282 1284). Normally, they played 4 hours of computer games per week at home. The study showed that all games significantly increased the energy expenditure above the resting energy expenditure in both sexes. The only significant difference in energy expenditure between boys and girls was seen during Wii Sports tennis. The boys expended significantly more energy than the girls while playing tennis. The energy expenditure while playing Wii Sports bowling, tennis and boxing was 190.6 kJ/kg/min, 202.5 kJ/kg/min and 198.1 kJ/kg/min respectively. The energy expended while playing sedentary games, 125.5 kJ/kg/min, was significantly less than while playing active games (See figure).

The above study showed that the energy expenditure during active gaming was at least 51% greater than during sedentary gaming. This translates into an extra 250 kJ of energy expended per hour during active gaming. In this group of children, active gaming would increase their total energy expenditure per week by less than 2%. For less physically active children, the contribution to energy expenditure from active gaming may be more.
The energy expended in active gaming in Wii Sports is less than actual bowling, tennis and boxing. The amount of exercise from active gaming is not intense enough to contribute significantly towards the recommendation that young people should take an hour of moderate to vigorous physical exercise each day. However, for overweight children and adolescents who spend significant amount of time playing computer games, the increased energy expenditure in playing active computer games may at least help with their weight management problem. You never know, the fun in playing Wii sports bowling may just encourage them to have a go at the real thing!
