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Twenty-five healthy college-aged students participated in this study. Data collection was comprised of baseline testing, a 30 second familiarization period with each gaming console, and a gaming session. Participants danced to the song \u201cLove Me Again\u201d on a Just Dance 2015 program on Xbox 360 Kinect, Wii-U, PS3 Move, and a control YouTube. EE and HRR were calculated using FT4 Polar Heart Rate Monitor. One-way repeated measures ANOVA indicated no significant differences in energy expenditure across the consoles,<jats:italic>F<\/jats:italic>(2.74, 65.86)=0.65,<jats:italic>p=<\/jats:italic>.570. The paired samples t-test indicated the HR<jats:sub>avg<\/jats:sub>for the Xbox 360 Kinect (117\u00b118 bpm) was significantly greater than the HR<jats:sub>avg<\/jats:sub>for the Control (112\u00b116 bpm),<jats:italic>t<\/jats:italic>(24)=3.03,<jats:italic>p<\/jats:italic>=.006. About a third (28%-36%) of participants met moderate levels of intensity while exergaming. Dancing on all three major gaming consoles and YouTube video increase energy expenditures and can be used as an alternative form of exercise with the ability to achieve moderate levels of intensity.<\/jats:p>","DOI":"10.1515\/ijcss-2017-0015","type":"journal-article","created":{"date-parts":[[2018,1,6]],"date-time":"2018-01-06T22:16:20Z","timestamp":1515276980000},"page":"197-206","source":"Crossref","is-referenced-by-count":1,"title":["Comparisons of Heart Rate and Energy Expenditure During Exergaming in College-age Adults"],"prefix":"10.1515","volume":"16","author":[{"given":"Y.","family":"Oh","sequence":"first","affiliation":[{"name":"University of Wisconsin-Eau Claire , Department of Kinesiology , U.S.A."}]},{"given":"L. E.","family":"Johnson","sequence":"additional","affiliation":[{"name":"University of Wisconsin-Eau Claire , Department of Kinesiology , U.S.A."}]},{"given":"J. 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