The purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the
In this one group pre-test, post-test pilot study, 20 participants played an active videogame for 30 min, once a week for 6 weeks. Physical activity was measured by self-report with the Yale Physical Activity Survey and objectively with the Sensewear Pro armband at enrollment and at the end of the 6-week program.
There was a significant increase in frequency of self-reported vigorous physical activity. We did not detect a statistically significant difference in objectively measured physical activity although increase in number of steps and sedentary activity were in the desired direction.
These results suggest participants’ perception of physical activity intensity differs from the intensity objectively captured with a valid and reliable physical activity monitor.