摘要:Exergaming has become widely popular as a recreational activity at home and following that success new organized group programs are constantly being developed. The problem that emerges is the problem of the adequacy of exercise intensity for participants of different skills and fitness. Not many scientific studies investigated the physiological response of the computer-leaded interactive-dance performed in groups. That is why the aim of this study was to determine the physiological load level in children during an “iDance” class (“iDance”; Positive Gaming™). Twenty-one subjects (11 female, 10 male; age 10.7±1.6 years) participated in the study. During the class, heart rate (HR), energy expenditure and the perceived exertion were recorded. The results showed that the mean HR during the class was 147bpm (70.23% of the estimated maximal HR) which indicated that the children exercised at the moderate intensity. Nevertheless, 22% of the overall interactive-dance time was spent in a high-intensity zone. The energy cost values were 5.1 kcal/kg/h. In 86% of participants the activity was perceived as light and they reported being only moderately tired, which was encouraging from the motivational point of view as the measured physiological load was actually higher. In conclusion, we could say that, according to the estimated energy consumption and the exercise intensities recorded, the participation in “iDance” might elicit some positive changes in aerobic capacity. Also it might be a useful tool in weight management in obese children, but further longitudinal studies are needed to confirm that.