Get Fit with Ring-Fit Adventure™: Physiological Outcomes of a Novel Active Video Game Intervention among Women View PDF

*Kameron B Suire
Department Of Internal Medicine, Division Of Physical Activity And Weight Management, University Of Kansas Medical Center, Kansas, United States

*Corresponding Author:
Kameron B Suire
Department Of Internal Medicine, Division Of Physical Activity And Weight Management, University Of Kansas Medical Center, Kansas, United States
Email:kameronsuire@gmail.com

Published on: 2022-12-26

Abstract

Introduction: The purpose of this study was to investigate the impact of the Nintendo Switch™ active video game, Ring Fit Adventure™, on body composition, muscular strength, and cardiorespiratory endurance in adult women.

Methods: 15 adult women participated in Ring Fit Adventure™ gameplay twice a week, for 45 minutes over eight weeks (total of 16 sessions). Body composition was measured by the iDexa, muscular strength was assessed by the handgrip test, and cardiorespiratory endurance was measured by the YMCA step test.

Results: Paired samples t-tests from pre-post revealed a significant increase in lean mass (p = 0.02), and bone mineral density (p = 0.01). There was a non-signi?cant decrease in fat mass (p = 0.35). A significant increase was noted for dominant handgrip (p < 0.001), non-dominant handgrip strength (p = 0.001), and a significant increase in heart rate recovery (p = 0.001).

Conclusions: A short-term intervention utilizing Ring Fit Adventure™ resulted in significant body composition and fitness changes for adult women. Future studies would benefit from diversifying the sample and exploring the benefits of an at-home intervention.

Keywords

Exergames, Fitness, Body Composition, Women, Adult, Serious Games

Introduction

Over the last decade, active video games (AVGs) have emerged as a unique opportunity to merge popular entertainment with potential health benefits. AVGs prompt physical activity or exercise through interactive gameplay [1]. As almost 277 million Americans play video games, and over 75% of adult gamers spend at least three hours a week playing video games in the United States [2], AVGs provide an opening for exercise within the home. Furthermore, AVGs may be more important as we see the effects of social distancing restrictions and loss of physical activity opportunities due to COVID-19 [3-7].

As to the effects of previous AVGs on physiological parameters, the literature is mixed. According to a meta-analysis, AVGs were effective in increasing light-to-moderate physical activity and were comparable to traditional physical activities among mostly young populations [8]. In contrast, another meta-analysis found that AVGs had little impact on weight among youth [9]. Another review among youth and young adults found that while AVGs are a healthier alternative to sedentary behavior, the case for large impacts on physical activity and body composition has not been substantiated [10]. It is also evident that adult populations are often ignored in the literature as very few studies exist outside of short-term measures of energy expenditure, neglecting changes in body composition, physical fitness, and physical activity over time [11,12].

Although the popularity of AVGs on home consoles appeared to peak with Wii Fit™ on the Nintendo Wii™ [13], a new AVG titled Ring Fit Adventure™ played on the Nintendo Switch™ is starting to challenge that narrative. The Nintendo Wii, Nintendo’s previous best-selling home console, sold about 101 million units, with Wii Fit selling over 22 million units [13]. The Nintendo Switch™ has now surpassed the Nintendo Wii with 114.33 million units sold as of September 2022 [14]. Ring Fit Adventure™ is closing in on the total sales of Wii Fit with about 15 million units sold despite only being on the marketplace for 3 years [14]. Wii Fit was a cultural and video game sales phenomenon, and we are witnessing a similar occasion once again. Ring Fit Adventure™ is a unique game that uses a ring, similar to a Pilates ring, for resistance in numerous upper and lower body exercises. The intensity and difficulty of the exercises increase as the levels are surpassed. Throughout the gameplay, exercises are detailed in written and visual demonstrations. Only two studies have investigated the Ring Fit Adventure™. One conducted among children found it to require higher levels of energy expenditure compared to the Nintendo Wii, dance mats, and Xbox Kinect [15]. The other study examined patients with chronic low back pain and found Ring Fit Adventure™ increased pain self-efficacy and reduced pain [16]. As minimal data exist on the physiological effects of Ring Fit Adventure™ on body composition and fitness parameters, further investigation is required. Therefore, the purpose of this intervention was to investigate the impact of Ring Fit Adventure™ on body composition, muscular strength, and heart rate recovery over an eight-week intervention. This intervention also had the goal of detailing physical activity during the gameplay sessions utilizing an accelerometer. Finally, while many feel video games are primarily played by young boys, the average age for a video game player is 31 years old and 45% of those who play games are female in the United States [2]. In addition to this, it appears obesity impacts females at a higher rate than males globally. It was estimated that 15% of all females were obese in 2016 compared with 11% of males [17]. One study also found that a staggering 87% of 151 countries included in analysis showed a higher female obesity prevalence compared with males [18]. However, 31.7% of women are inactive while 23.4% of men are inactive globally [19]. Therefore, we decided to purposely sample adult women.

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