Literature DB >> 21518980

The power of play: Innovations in Getting Active Summit 2011: a science panel proceedings report from the American Heart Association.

Debra A Lieberman1, Barbara Chamberlin, Ernie Medina, Barry A Franklin, Brigid McHugh Sanner, Dorothea K Vafiadis.   

Abstract

BACKGROUND: To examine the influence active-play video gaming (also referred to as exergaming, exertainment, and active gaming) might have on improving health-related skills, enhancing self-esteem and self-efficacy, promoting social support, and ultimately motivating positive changes in health behaviors, the American Heart Association convened The Power of Play: Innovations in Getting Active Summit. The summit, as well as a follow-up science panel, was hosted by the American Heart Association and Nintendo of America. METHODS AND
RESULTS: The science panel discussed the current state of research on active-play video gaming and its potential to serve as a gateway experience that might motivate players to increase the amount and intensity of physical activity in their daily lives. The panel identified the need for continued research on the gateway concept and on other behavioral health outcomes that could result from active-play video games and considered how these games could potentially affect disparate populations.
CONCLUSIONS: The summit represented an exciting first step in convening healthcare providers, behavioral researchers, and professionals from the active-play video game industry to discuss the potential health benefits of active-play video games. Research is needed to improve understanding of processes of behavior change with active games. Future games and technologies may be designed with the goal to optimize physical activity participation, increase energy expenditure, and effectively address the abilities and interests of diverse and targeted populations. The summit helped the participants gain an understanding of what is known, identified gaps in current research, and supported a dialogue for continued collaboration.

Entities:  

Mesh:

Year:  2011        PMID: 21518980     DOI: 10.1161/CIR.0b013e318219661d

Source DB:  PubMed          Journal:  Circulation        ISSN: 0009-7322            Impact factor:   29.690


  35 in total

1.  A Preliminary Exploration of the Effects of a 6-week Interactive Video Dance Exercise Program in an Adult Population.

Authors:  Anne Mejia-Downs; Stacie J Fruth; Anne Clifford; Stephanie Hine; Jeremy Huckstep; Heidi Merkel; Hilary Wilkinson; Jason Yoder
Journal:  Cardiopulm Phys Ther J       Date:  2011-12

2.  Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.

Authors:  Jennifer L Rowland; Laurie A Malone; Cali M Fidopiastis; Sangeetha Padalabalanarayanan; Mohanraj Thirumalai; James H Rimmer
Journal:  Phys Ther       Date:  2015-08-27

3.  Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

Authors:  Heather Leutwyler; Erin M Hubbard; Sophia Vinogradov; Glenna A Dowling
Journal:  Games Health J       Date:  2012-10

Review 4.  Heart Disease and Stroke Statistics-2017 Update: A Report From the American Heart Association.

Authors:  Emelia J Benjamin; Michael J Blaha; Stephanie E Chiuve; Mary Cushman; Sandeep R Das; Rajat Deo; Sarah D de Ferranti; James Floyd; Myriam Fornage; Cathleen Gillespie; Carmen R Isasi; Monik C Jiménez; Lori Chaffin Jordan; Suzanne E Judd; Daniel Lackland; Judith H Lichtman; Lynda Lisabeth; Simin Liu; Chris T Longenecker; Rachel H Mackey; Kunihiro Matsushita; Dariush Mozaffarian; Michael E Mussolino; Khurram Nasir; Robert W Neumar; Latha Palaniappan; Dilip K Pandey; Ravi R Thiagarajan; Mathew J Reeves; Matthew Ritchey; Carlos J Rodriguez; Gregory A Roth; Wayne D Rosamond; Comilla Sasson; Amytis Towfighi; Connie W Tsao; Melanie B Turner; Salim S Virani; Jenifer H Voeks; Joshua Z Willey; John T Wilkins; Jason Hy Wu; Heather M Alger; Sally S Wong; Paul Muntner
Journal:  Circulation       Date:  2017-01-25       Impact factor: 29.690

5.  Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player Exergaming in Young Adults.

Authors:  Kelly A Mackintosh; Martyn Standage; Amanda E Staiano; Leanne Lester; Melitta A McNarry
Journal:  Games Health J       Date:  2016-10-26

6.  Using an alternate reality game to increase physical activity and decrease obesity risk of college students.

Authors:  Jeanne D Johnston; Anne P Massey; Rickie Lee Marker-Hoffman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

7.  Play provides social connection for older adults with serious mental illness: A grounded theory analysis of a 10-week exergame intervention.

Authors:  Sarah Dobbins; Erin Hubbard; Annesa Flentje; Carol Dawson-Rose; Heather Leutwyler
Journal:  Aging Ment Health       Date:  2018-12-27       Impact factor: 3.658

8.  Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives.

Authors:  Christina Kelley; Lauren Wilcox; Wendy Ng; Jade Schiffer; Jessica Hammer
Journal:  DIS (Des Interact Syst Conf)       Date:  2017-06

9.  Improving Cognition via Exercise (ICE): Study Protocol for a Multi-Site, Parallel-Group, Single-Blind, Randomized Clinical Trial Examining the Efficacy of Aerobic Exercise to Improve Neurocognition, Daily Functioning, and Biomarkers of Cognitive Change in Individuals with Schizophrenia.

Authors:  Luz H Ospina; Melanie Wall; Lars F Jarskog; Jacob S Ballon; Joseph McEvoy; Matthew N Bartels; Richard Buchsbaum; Richard P Sloan; T Scott Stroup; David Kimhy
Journal:  J Psychiatr Brain Sci       Date:  2019-12-30

Review 10.  Better Together: Outcomes of Cooperation Versus Competition in Social Exergaming.

Authors:  Arwen M Marker; Amanda E Staiano
Journal:  Games Health J       Date:  2014-10-17
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