Acute effects of exercise and active video games on adults' reaction time and perceived exertion

Eur J Sport Sci. 2016 Nov;16(8):1197-203. doi: 10.1080/17461391.2016.1186744. Epub 2016 May 30.

Abstract

The purpose of the present study was to examine the acute effects of resting, aerobic exercise practised alone, and aerobic exercise with active video games (AVG), on complex reaction time (CRT) and the post-exercise acute rate of perceived exertion (RPE) in young healthy adults. The experimental group was composed of 92 healthy young adults, 78 males and 13 females (age M = 21.9 ± 2.7 years) who completed two sessions, A and B. In session A, participants rode 30 min on an ergometer, while in session B they exercised for 30 min on an ergometer while playing an AVG on a Wii. The control group was composed of 30 young adults, 26 males and 4 females (age M = 21.4 ± 2.9 years) who rested for 30 min. In each session, a CRT task was performed before and after exercising or resting, and post-exercise global RPE was noted. Repeated measures general linear model (GLM) and Wilcoxon tests were performed. (1) Both aerobic exercise alone and aerobic exercise combined with AVG improved CRT, while resting did not; (2) aerobic exercise combined with AVG did not improve CRT more than aerobic exercise only; and (3) RPE was lower after aerobic exercise combined with AVG compared with aerobic exercise only. In young adults, exercise produces acute benefits on CRT, and practising exercise with AVG helps to decrease RPE.

Keywords: Experiment; attention; efficiency; fatigue; motor control.

MeSH terms

  • Adolescent
  • Adult
  • Attention / physiology*
  • Exercise / physiology*
  • Fatigue
  • Female
  • Humans
  • Male
  • Perception
  • Reaction Time / physiology*
  • Rest / physiology*
  • Task Performance and Analysis
  • Video Games*
  • Young Adult