Purposes:The purposes of this research were to evaluate and to compare energyexpenditure and intensity level of activity during playing active video games.Methods:Thirty healthy male students [age 19.43+0.57 years, body mass index 22.95+3.20kg/m2, maximal oxygen consumption (VO2max) 31.29+3.29 ml/kg/minute] were selected into this studyby purposive sampling. Each participant was randomly assigned to play 5 active video games for 1game each day and 30 minutes per game. These games were baseball, tennis, bowling, boxing andgolf (Wii Sports). Heart rate (HR) and rating of perceived exertion (RPE) of each participant weremonitored in the resting period and during playing the video games. Average HR during playing thevideo games was utilized to determine oxygen consumption (VO2), using HR-VO2 linear regressionequation obtained during the VO2max test prior to the start of the video games. This VO2 wassubsequently utilized to determine rates of energy expenditure during playing the video games, and toestimate metabolic equivalents (METs), using rate of resting energy expenditure assessed by anautomatic gas analyzer. Intensity levels of the video games were also calculated as percent HR atVO2max, using average HR during playing the video games, and as average RPE during playing thevideo games. Data were statistically analyzed by one-way ANOVA with repeated measures. Bonferronitest was also used for pair wise difference comparisons. Statistical significance was set at 0.05 levels.Results: Average rates of energy expenditure during the video game baseball, tennis, bowling,boxing and golf were 0.21±0.09, 0.38±0.10, 0.24±0.09, 0.58±0.13, and 0.11±0.06 kJ/kg/minute,respectively. These values were significantly higher (p < 0.05) compared to the resting value(0.07+0.02 kJ/kg/minute). They also significantly differed (p < 0.05) compared between each videogame, excepted for the video game baseball and bowling that were similar. The average resting HR was 63.00+7.00 beats/minute. This value increased to 97±11, 111±17, 102±14, 148 ±16, and 84±10beats/minute during the video game baseball, tennis, bowling, boxing and golf, respectively. The valuesof HR during playing the video game correspond to intensity level of 48.47±5.32, 55.32±8.26,50.98±6.84, 73.87±7.90, and 42.12±4.95 percent of HR at VO2max, and of 4.18±1.7, 5.69±1.9, 4.78±1.9,9.82±3.1, and 2.79±1.07 METs, respectively. In addition, the average RPE values during the gamebaseball, tennis, bowling, boxing and golf were 9.03±1.45, 9.97±1.25, 9.8±0.97, 12.23±1.55, and7.80±0.93, respectively. The intensity level of these video games measured as HR at VO2max, METs,and RPE were also significantly higher (p < 0.05) compared to the resting values (34±4.05 percent,1.00, and 6.00, respectively), and significantly differed (p < 0.05) compared between each video game,excepted for the video game baseball and bowling that were similar.Conclusion:These active video games significantly increase energy expenditure. Whileintensity level of the video game baseball, tennis, bowling, and golf are moderate (3.0-6.0 METs), thatof the video game boxing is vigorous (> 6 METs). Therefore, these active video games can be used asalternative activity for the health promotion and weight control programs.