Kimberly A Clevenger

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OBJECTIVE New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs). MATERIALS AND METHODS Youth (8-17 years old) volunteered to play a random selection of six (two SVGs,(More)
BACKGROUND Limited data are available on energy cost of common children's games using measured oxygen consumption. METHODS Children (10.6 ± 2.9 years; N = 37; 26 male, 9 female) performed a selection of structured (bowling, juggling, obstacle course, relays, active kickball) and unstructured (basketball, catch, tennis, clothespin tag, soccer) activities(More)
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