A new study has found that playing video games leads to higher metabolic and cardiovascular activity than watching television, yet still does not meet the threshold for light physical activity. Researchers from the Universidad de Santiago de Chile investigated the cardiopulmonary and metabolic effects of these two screen-based activities, revealing that video gaming results in increased oxygen consumption, heart rate, and breathing rate compared to television viewing. But the energy expenditure remains too low to counteract the negative health effects of prolonged sedentary behaviour. The findings were published in the journal Computers in Human Behavior.
The study involved twelve young adult male kinesiology students who took part in two 80-minute sessions, one focused on watching television and the other on playing a seated video game. Measurements were taken before, during, and after the activities, monitoring key physiological indicators such as oxygen intake, carbon dioxide output, metabolic equivalents, and energy expenditure. Results showed that video gaming consistently produced significantly higher readings across these metrics, indicating a greater physiological demand.
Despite this, the findings confirmed that video gaming remains a sedentary behaviour under standard definitions. The energy expended during gameplay was higher than that of television viewing but still fell below the 1.5 metabolic equivalents threshold that distinguishes sedentary activities from light physical activity. The study highlights the limitations of video gaming as a form of exercise and underscores the importance of incorporating more active pursuits into daily routines.
One of the key observations from the research was the significant increase in heart rate during video gaming sessions. Participants exhibited an average rise in heart rate compared to their resting state, suggesting a level of engagement that television does not elicit. Breathing rate also increased, reflecting the body’s heightened demand for oxygen. However, tidal volume, which measures the depth of breaths taken, remained unchanged. This suggests that the rise in breathing rate alone was sufficient to accommodate the increased oxygen requirement without altering breath depth.
The findings build upon previous research that has examined the effects of sedentary behaviour on health. While prolonged television viewing has long been associated with increased cardiovascular risk, the physiological effects of video gaming in young adults have been less well understood. This study provides clarity by demonstrating that while video gaming is more metabolically demanding than watching television, it is not substantial enough to replace traditional forms of exercise.
The study’s authors emphasised the importance of distinguishing between different types of sedentary behaviour in public health recommendations. While video gaming may offer slight physiological benefits over passive screen time, it does not provide a meaningful alternative to activities that require significant movement. The researchers suggest that public health initiatives should focus on encouraging regular physical activity rather than relying on seated gaming as a means of reducing the risks associated with prolonged sedentary lifestyles.
The study also acknowledged limitations, including a small sample size and the exclusive participation of male students. Future research may benefit from a more diverse participant pool and a broader range of video game genres to explore variations in physiological responses. Nevertheless, the results contribute to the growing body of evidence supporting the need for clearer public health messaging on the impacts of digital entertainment and sedentary habits.
