The Effect of Gamecrize Tools on Weight Loss in Female Vitubers Using the Example of Ring Fit Adventure

Author:

Sluchak O. I.ORCID, ,Konoplyanik O. V.ORCID,Sergienko Yu. M.ORCID

Abstract

The purpose of the study was to determine the effectiveness of exergaming with the use of gamecrize tools using the example of Ring Fit Adventure for weight loss in female vitubers aged 18-25 years in conditions of self-isolation. Materials and methods. A statistical analysis of the tables of the results of the first streams of vitubers by Ring Fit Adventure for 25 vloggers with a total gameplay time of 1 hour, 12 minutes, 38 seconds was carried out. Statistics were created on the number of repetitions and holding time for 7 exercises performed by streamers during the game. The overall effectiveness of using Ring Fit Adventure for weight loss was calculated based on calories burned per hour of exercise. A comparison was made with the results of a previous study on exterior mobile exergames and the results of similar studies by other scientists. Results and discussion. The average rate of burning calories per minute of training for streamers was determined at the level of 4.5 kcal, or 269.87 kcal/h. Considering the calorie content of subcutaneous fat, which is 7,716 kcal/kg, it takes 28 hours 35 minutes and 4 seconds to lose 1 kg of weight. Given that Ring Fit Adventure exercises are the equivalent of moderate-intensity exercise, no more than 250 minutes of exercise per week is recommended, which means the possibility of losing a kilogram of subcutaneous fat in 7 weeks. Of course, at the same time, the real mass loss in the intermediate stages, due to water loss, will be higher, but we are talking about the burning of adipose tissue. At the same time, a one-hour training session provides only slightly more than half of the maximum calorie deficit recommended by the World Health Organization (500 kcal/day), and it is better to train no more than 4 times a week for 1 hour 32 minutes, so that the muscles have time to rest. A study of the effectiveness of burning calories with the use of gamecrize tools was conducted using the example of Ring Fit Adventure and the result was 269.87 kcal/h, or 4.5 kcal/h per 1 kg of body weight for an average woman according to the World Health Organization standards (65 kg). Conclusion. The average rate of energy loss from outdoor mobile games, determined by a previous study, is 5.65 kcal per 1 kg of body weight, or 367.25 kcal/day (5 km). This means that walking 5 km per day using outdoor mobile games like PokemonGo is more effective than an hour's training in Ring Fit Adventure. At the same time, repetition of training with the gamecrize ring should take into account the need for breaks, because daily training of this nature will not allow the muscles to recover. However, the positive effect on joints and ligaments, as well as the burning of calories by muscles in a passive mode, make such training a fairly effective substitute for walking in conditions of self-isolation

Publisher

Petro Mohyla Black Sea National University

Subject

Microbiology (medical),Immunology,Immunology and Allergy

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