Cardiovascular And Physical Activity Benefits Of Ring Fit Adventure Game In Active Vs. Non-active Adults

PURPOSE: To determine the intensity of PA levels and enjoyment of PA during the active video game Ring Fit Adventure in non-active and active young adults. METHODS: Ten Non-Active (NA) and 11 Active participants played Ring Fit Adventure during three different sessions on separate days: Session 1) participants played through 3 levels of the game (set level session); Session 2) participants played for a set time of 30 minutes (set time session); and Session 3) participants played for however long they wished to play past 15 minutes (self-selected session). Sessions 2 and 3 were randomized. Each session assessed heart rate (HR) with a HR monitor during gameplay. HR was used to calculate percent of HR reserve (PHRR) and the time spent in moderate PA (MPA) during gameplay. Enjoyment of PA during gameplay was assessed with the Physical Activity Enjoyment Scale (PACES). Activity Level (Active vs. Non-active) and session comparisons were made using mixed model ANOVAs. RESULTS: The results revealed higher PHRR for the NA group (44.0% +/- 7.3%) vs Active group (27.9% +/- 3.8%) during the set time session (p = .002). PHRR also increased across time in all participants during the set time session (p < .001). Time spent in MPA (seconds) was greater for the NA group compared to the Active group for the set time (NA = 969+/-115, Active = 332+/-110) and self-selected (NA = 411+/-70, Active = 134+/-67) sessions (p < .001). The NA group reported greater PA enjoyment during the set time session compared to the self-selected session (p = .009). CONCLUSIONS: Non-active participants played Ring Fit at a higher intensity and recorded a longer period of MPA compared to Active participants during gameplay. Both groups also enjoyed playing the active video game.

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Publication Details

Journal
Medicine & Science in Sports & Exercise
Published
2025-09-16
DOI
https://doi.org/10.1249/01.mss.0001157116.95667.c4
Primary Topic
Physical Activity and Health
Type
article
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article

Cardiovascular And Physical Activity Benefits Of Ring Fit Adventure Game In Active Vs. Non-active Adults

Kelly M. Naugle, Daniel Berg, Keith E. Naugle, Easton Hewitt
Medicine & Science in Sports & Exercise
Physical Activity and Health
article

Cardiovascular And Physical Activity Benefits Of Ring Fit Adventure Game In Active Vs. Non-active Adults

Kelly M. Naugle, Daniel Berg, Keith E. Naugle, Easton Hewitt
article en

Abstract

PURPOSE: To determine the intensity of PA levels and enjoyment of PA during the active video game Ring Fit Adventure in non-active and active young adults. METHODS: Ten Non-Active (NA) and 11 Active participants played Ring Fit Adventure during three different sessions on separate days: Session 1) participants played through 3 levels of the game (set level session); Session 2) participants played for a set time of 30 minutes (set time session); and Session 3) participants played for however long they wished to play past 15 minutes (self-selected session). Sessions 2 and 3 were randomized. Each session assessed heart rate (HR) with a HR monitor during gameplay. HR was used to calculate percent of HR reserve (PHRR) and the time spent in moderate PA (MPA) during gameplay. Enjoyment of PA during gameplay was assessed with the Physical Activity Enjoyment Scale (PACES). Activity Level (Active vs. Non-active) and session comparisons were made using mixed model ANOVAs. RESULTS: The results revealed higher PHRR for the NA group (44.0% +/- 7.3%) vs Active group (27.9% +/- 3.8%) during the set time session (p = .002). PHRR also increased across time in all participants during the set time session (p < .001). Time spent in MPA (seconds) was greater for the NA group compared to the Active group for the set time (NA = 969+/-115, Active = 332+/-110) and self-selected (NA = 411+/-70, Active = 134+/-67) sessions (p < .001). The NA group reported greater PA enjoyment during the set time session compared to the self-selected session (p = .009). CONCLUSIONS: Non-active participants played Ring Fit at a higher intensity and recorded a longer period of MPA compared to Active participants during gameplay. Both groups also enjoyed playing the active video game.

Medicine & Science in Sports & ExerciseVol. 57(10S)
Indiana University Bloomington (US), Indiana University Indianapolis (US), Indiana University – Purdue University Indianapolis (US)
Openalex Percentile: Top 68%
Physical Activity and Health
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