Wii and Physical Activity Intensity: Free Play Versus Instruction

Friday, April 1, 2011
Exhibit Hall Poster Area 1 (Convention Center)
Erika La Rock, Ithaca College, Lansing, NY and Hongwei Guan, Ithaca College, Ithaca, NY

Background/Purpose: The Nintendo Wii console is one of the more popular gaming systems, claiming to help people become more active individuals and gain health benefits. Wii Fit/Sport appears to be an enjoyable exergame that simulates light-to moderate intensity activity (Graves et al., 2010). This current study was to examine how active individuals really become while participating in Wii Sports under both instructional methods and free play activities.

Method: 20 college students volunteered in the study approved by the institution where administered. Participants were measured under two 10-minute Wii tennis exercise sessions (randomly counter-balanced): One is free play and one is under the instruction of a physical education major student. During each session, heart rate (HR) and the number of steps were measured. Performance scores earned by participants on the Wii station were also recorded.

Analysis/Results: There was no significant correlation between HR and the number of steps taken during the activity or performance score. Paired sample t-test indicated that HR was higher (p<.01) for students when under direct instruction, but number of steps was found to be insignificant (p>.05).

Conclusions: Technology alone cannot ensure improvements in physical activity intensity and instruction is still a vital part for physical education. Though technology can enhance learning, teaching must still play a role in order to ensure that Wii Sport/Fitness be used effectively for maximum health benefits. Further research should be conducted on the impact of instructional methods and the use of the Nintendo Wii console.

Key Words: Wii Fit/Sport, physical education, intensity, physical activity