Abstract:
OBJECTIVE:There has been growing interest in the use of active videogames to influence levels of physical activity. Most studies have investigated energy expenditure in general, without taking into account moderating factors such as player mode and game enjoyment. This study therefore examines whether children's energy expenditure and game enjoyment are higher when games are played in a two-player mode than in a single-player mode. MATERIALS AND METHODS:Forty-three children from the 7th grade who exhibited an inactive lifestyle engaged in six sports exergames on an Xbox(®) Kinect(®) (Microsoft, Redmond, WA) console. The player mode (single-player or two-player mode) was manipulated (within-subjects design). The primary parameters were "energy expenditure," which was measured with a SenseWear(®) device (Bodymedia Inc., Pittsburgh, PA), and "game enjoyment," which was assessed through self-report. RESULTS:On average, Kinect play elicits moderate physical activity (approximately 4 metabolic equivalents of task). Games that are played in a two-player mode elicit more energy than games that are played in a single-player mode. However, this was only the case for simultaneous play (boxing, dancing, and tennis), not for turn-based play (bowling, baseball, and golf). Furthermore, participants generally liked exergaming, regardless of their sex or the player mode. Finally, no significant correlation was found between energy expenditure and game enjoyment. CONCLUSIONS:This study has shown that Kinect play elicits physical activity of moderate intensity. Furthermore, Kinect play is generally enjoyed by both boys and girls. Simultaneous play may be the best suited to increase levels of physical activity in early adolescents who exhibit an inactive lifestyle.
journal_name
Games Health Jjournal_title
Games for health journalauthors
Verhoeven K,Abeele VV,Gers B,Seghers Jdoi
10.1089/g4h.2014.0106subject
Has Abstractpub_date
2015-12-01 00:00:00pages
444-51issue
6eissn
2161-783Xissn
2161-7856journal_volume
4pub_type
杂志文章abstract:OBJECTIVE:The aim of our feasibility study was to examine the acceptability and utility of "Dance Dance Revolution" (DDR) (Konami of America, Redwood City, CA)) to increase physical fitness in 8-11-year-old black and Hispanic youth. SUBJECTS AND METHODS:Twenty-eight 4(th) and 5(th) grade children attending an aftersch...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2011.0005
更新日期:2012-02-01 00:00:00
abstract::This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determi...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0091
更新日期:2016-04-01 00:00:00
abstract:OBJECTIVE:Externalizing problems, which are the main reason for youth referrals to mental health agencies, are highly persistent and predict a range of negative outcomes. Youths with externalizing problems are also frequently comorbid with anxiety. Among the most widely recognized evidence-based treatments is cognitive...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0138
更新日期:2015-10-01 00:00:00
abstract:OBJECTIVE:The purpose of this study was to examine whether a correlation existed among the scores of the "Jackie Chan Studio Fitness(™) Action Run" active videogame (XaviX(®), SSD Company, Ltd., Kusatsu, Japan), the 1-mile run/walk, and Progressive Aerobic Cardiovascular Endurance Run (PACER) aerobic fitness tests of t...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0007
更新日期:2012-06-01 00:00:00
abstract:OBJECTIVE:The purpose of this study was to examine the effect of an exergaming program on physical activity, motor competence, and enjoyment in preschool children. MATERIALS AND METHODS:A sample of 65 preschool children was recruited from an urban preschool located in the Western United States. Children were randomly ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0188
更新日期:2018-10-01 00:00:00
abstract:OBJECTIVE:This study explored and evaluated the integration of rehabilitation games into therapy workflow. MATERIALS AND METHODS:A multistage and multimethod study was followed: (1) A formative study involving observations and interviews with a total of approximately 90 therapists across the rehabilitation continuum w...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0039
更新日期:2014-08-01 00:00:00
abstract:OBJECTIVE:The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African p...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0008
更新日期:2017-10-01 00:00:00
abstract:: Background: India has a diverse cultural heritage, with a wealth of indigenous folk games that are culturally ingrained. Due to the ease of acquisition, low costs, and widespread acceptability, this form of games can be incorporated to facilitate and improve physical fitne...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0191
更新日期:2020-12-01 00:00:00
abstract:OBJECTIVE:This study explored balance performance and participant adherence to either the Wii Fit™ (Nintendo of America, Redmond, WA) or a proprioceptive BOSU(®) (Ashland, OH) ball balance program. MATERIALS AND METHODS:Twenty university-aged participants were randomly allocated to either a Wii Fit or BOSU ball balanc...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0042
更新日期:2013-10-01 00:00:00
abstract:OBJECTIVE:Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recently underwent lower limb surgery. Positive results of using virtual reality (VR) in balance rehabilitation have been published in several outpatient populations. We investigated the feasibility of applying additi...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0069
更新日期:2017-02-01 00:00:00
abstract:: Objective: We aimed to confirm whether the practice of exergames produces an effect on children's mood states during school physical education (PE) classes. Materials and Methods: The children were allocated to experimental gro...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2018.0083
更新日期:2019-08-01 00:00:00
abstract:: Objective: Games for heath can take the form of interactive narratives, or stories in which readers have the option to make decisions about the direction of the plot. Individual differences may affect the extent to which individuals become engaged in such narratives. ...
journal_title:Games for health journal
pub_type: 杂志文章,随机对照试验
doi:10.1089/g4h.2019.0095
更新日期:2020-06-01 00:00:00
abstract:OBJECTIVE:Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains uncle...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0058
更新日期:2016-06-01 00:00:00
abstract:OBJECTIVE:Computerized cognitive training programs have previously shown to be effective in improving cognitive abilities in patients suffering from traumatic brain injury (TBI). These studies often focused on a single cognitive function or required expensive hardware, making it difficult to be used in a home-based env...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0043
更新日期:2017-02-01 00:00:00
abstract: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 pla...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0101
更新日期:2015-08-01 00:00:00
abstract:OBJECTIVE:This study sought to determine the effect of 6 weeks of training, using activities from the Nintendo(®) (Kyoto, Japan) "Wii™ Fit Plus" disc, on balance in community-dwelling Jamaicans 60 years and older. MATERIALS AND METHODS:A single group pretest/posttest design was used. Thirty-three subjects enrolled and...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0070
更新日期:2015-06-01 00:00:00
abstract::Dr. Shilling received his Doctor of Philosophy in Experimental Psychology (Auditory Psychophysics/Neuroscience) from the University of North Carolina at Greensboro in 1992 and his Bachelor of Arts in Psychology at Wake Forest University in 1985. In 1993 he graduated with top honors from Aerospace Experimental Psycholo...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1305
更新日期:2012-04-01 00:00:00
abstract::Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behav...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0077
更新日期:2015-02-01 00:00:00
abstract:OBJECTIVE:The purpose of this exploratory study was to investigate the impact of the Nintendo(®) Wii Fit™ (Nintendo of America, Redmond, WA) on functional and perceived balance measures in an older adult population over a 4- or 8-week program. SUBJECTS AND METHODS:Twenty-five participants (71.60±7.79 years old) from a...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0043
更新日期:2012-12-01 00:00:00
abstract::The use of videogames for non-entertainment purposes has interested educational and behavioral researchers for decades. Recent technology advances have increased the interactivity of games while maintaining reasonable costs, leading rehabilitation therapists to investigate gaming consoles as an adjunct to traditional ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1308
更新日期:2012-04-01 00:00:00
abstract:OBJECTIVE:A new program using a card game for study of children's food risk communication was developed to meet the needs of learning healthy eating. To examine the effects of the new program, an experiment was carried out in an elementary school with 132 students. MATERIALS AND METHODS:The game rules resemble those o...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0061
更新日期:2013-02-01 00:00:00
abstract:OBJECTIVE:This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo® Wii™. MATERIALS AND METHODS:The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, be...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0026
更新日期:2017-12-01 00:00:00
abstract::We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0031
更新日期:2013-06-01 00:00:00
abstract::A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0057
更新日期:2013-02-01 00:00:00
abstract:: Objective: To compare the strength of the middle deltoid muscle by means of dynamometry and the Shoulder Pain and Disability Index (SPADI) in participants in treatment for cancer after the practice of an exergaming protocol. Materials and Methods: ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0113
更新日期:2020-08-01 00:00:00
abstract:: Objective: Develop and test feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Materials and Methods: Iterative design to develop intervention in partnership ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0142
更新日期:2018-12-01 00:00:00
abstract::Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invit...
journal_title:Games for health journal
pub_type: 面试
doi:10.1089/g4h.2014.0139
更新日期:2015-04-01 00:00:00
abstract:OBJECTIVE:Research on active videogames (AVGs) has demonstrated the motivation-boosting power of the Köhler effect (a motivating force for "weak links" in groups based on group principles of upward social comparison and indispensability) with software-generated partners (SGPs), but the effect has yet to be examined ove...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0018
更新日期:2016-08-01 00:00:00
abstract:: Objective: We examine the extent that videogame avatars provide players with opportunities for identity exploration, aiming to test the findings of self-discrepancy theory research on the user/avatar relationship with novel cognitive anthropological methods. Specifically, ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0118
更新日期:2020-08-01 00:00:00
abstract:OBJECTIVE:Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in po...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0010
更新日期:2012-10-01 00:00:00