12 | Fitness | Aug/Sept 2011 CARDIO TRAINING The Wii Fit: Can it make you as aerobically fit as a real-world workout? Does the Wii Fit live up to Nintendo’s claim that daily use can lead to improved health and fitness? Christian Finn puts it through its paces. T he Wii Fit is one of the first products to be marketed as a ‘fitness’ game with four training categories aimed at improving players’ muscle condition, balance, flexibility and aerobic capacity. You might also have seen TV adverts claiming that the Wii Fit will help you lose weight. So, is the Wii Fit a suitable alternative to regular workouts? Or is it just another in a long line of fitness gadgets that promise much but deliver little? Energy expenditure Researchers from Japan report that onethird of the activities included in Wii Sports (golf, bowling, tennis, baseball and boxing) and the Wii Fit Plus (yoga, resistance, balance and aerobic exercises) can count toward the daily amount of moderateintensity physical activity recommended by the American College of Sports Medicine to prevent weight gain and provide modest weight loss.1 The study measured energy expenditure in terms of the metabolic equivalent of task (MET). METs are used by some physiologists and involve expressing the Fitpro energy cost of a given activity as a multiple of your resting metabolic rate (RMR). One MET represents the energy expended during quiet sitting. Two METs indicates the energy expended is twice that of resting levels, three METs are triple the resting energy expenditure, and so on. MET values range from a low of 0.9 (sleeping) to a high of 18 (running at 17.5 kilometres per hour). The average MET values of all activities included in Wii Fit and Wii Sports ranged from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The average MET values in yoga, balance, resistance and aerobic exercises of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, and 3.4 METs, respectively. Roughly two-thirds of the activities (67%) were classified as light intensity (less than 3.0 METs), while 22 activities (33%) were classified as moderate intensity (3.0-6.0 METs). There were no vigorousintensity activities (greater than 6.0 METs). Research commissioned by the American Council on Exercise (ACE) has also examined the impact of the Wii Fit on calorie expenditure.2 The study measured energy expenditure during the six most challenging activities featured in the Wii Fit (Free Run, Island Run, Free Step, Advanced Step, Super Hula Hoop and Rhythm Boxing). When played for 30 minutes, Wii Fit’s Free Run and Island Run burned an average of 165 calories, which was the highest calorie expenditure of the six activities tested. Rhythm Boxing expended an average of 114 calories, followed by Super Hula Hoop, Advanced Step and Free Step at 111, 108 and 99 calories, respectively. As you might imagine, doing the real thing as opposed to the virtual one leads to significantly higher calorie expenditure. For example, even the Wii Fit advanced step game burned only 25% of the calories of a regular step aerobics class of the same length, mainly because of the low height of the Wii Fit Balance Board that’s used as a step. “I guess a little is better than nothing,” says study lead author John Porcari PhD, “but we were a little underwhelmed with the intensity of some of the exercises. The Wii Fit is a very, very mild workout.” Aug/Sept 2011 | Fitness | 13 Special populations An earlier study by Porcari 3 suggests that Wii Sports, the suite of games that includes tennis, boxing, golf and bowling, is a far better way to meet the minimum intensity guidelines for exercise. “You’re better off doing Wii Sports than Wii Fit,” he says. “In Wii Sports, there’s more jumping around and you’re not constrained by having to stand on the balance pad. I just think there’s much more freedom of movement and you get a better workout.” When you buy the Wii Fit, you also get a Balance Board. As you step onto the board, it interprets the movement of your feet, sensing your weight and balance, and bringing your motions to life on the screen. Using the Wii Fit Balance Board, researchers have been able to design tasks that both train and test balance in older adults, particularly those unable to take part in regular exercise due to the risk of falling. When compared with a laboratorygrade force platform (which are often prohibitively expensive), the Wii Fit Balance Board has been shown to provide the average clinician with a balance assessment tool that is inexpensive, widely available and accurate enough to be used in a clinical setting.4 Studies are now underway to see if the Wii Fit Balance Board can improve balance in patients who have suffered a stroke, have Parkinson’s Disease, and also in healthy elderly subjects at risk of falling. Wii Sports’ tennis and boxing have also both been shown to provide at least moderate-intensity exercise in adults with bilateral spastic cerebral palsy.5 Average energy expenditure during Wii Sports game play was 4.5 METs for tennis and 5.0 METs for boxing (3.0-6.0 METs is classed as moderate-intensity activity), while two participants attained energy expenditures greater than 6.0 METs (vigorous intensity) while playing Wii Sports’ tennis or boxing.5 As with most forms of exercise, the benefits of Wii Fit will depend largely on the individual. It might be a good start for someone who is sedentary, or to supplement a more vigorous exercise routine. The feedback provided by the device may also give it an edge over traditional exercise DVDs – the Wii provides a range of statistics, personal targets, charts, and so on, which help to keep you motivated once the initial enthusiasm has worn off. While the Wii Fit shouldn’t replace existing workouts, particularly for those who are already fit, it’s certainly better than the alternative – sitting on the sofa hunched over a controller pressing buttons. fp To view the references, visit www.fitpro.com/references www.fitpro.com
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