Literature DB >> 21527091

Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

Albert Skip Rizzo1, Belinda Lange, Evan A Suma, Mark Bolas.   

Abstract

The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity.
© 2011 Diabetes Technology Society.

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Year:  2011        PMID: 21527091      PMCID: PMC3125914          DOI: 10.1177/193229681100500209

Source DB:  PubMed          Journal:  J Diabetes Sci Technol        ISSN: 1932-2968


  30 in total

1.  Virtual reality cue reactivity assessment in cigarette smokers.

Authors:  Patrick S Bordnick; Ken M Graap; Hilary L Copp; Jeremy Brooks; Mirtha Ferrer
Journal:  Cyberpsychol Behav       Date:  2005-10

Review 2.  Virtual reality in psychotherapy: review.

Authors:  Giuseppe Riva
Journal:  Cyberpsychol Behav       Date:  2005-06

3.  Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder.

Authors:  B O Rothbaum; L F Hodges; D Ready; K Graap; R D Alarcon
Journal:  J Clin Psychiatry       Date:  2001-08       Impact factor: 4.384

4.  Development of an interactive game-based rehabilitation tool for dynamic balance training.

Authors:  BeLinda Lange; Sheryl Flynn; Rachel Proffitt; Chien-Yen Chang; Albert Skip Rizzo
Journal:  Top Stroke Rehabil       Date:  2010 Sep-Oct       Impact factor: 2.119

Review 5.  Virtual reality in brain damage rehabilitation: review.

Authors:  F David Rose; Barbara M Brooks; Albert A Rizzo
Journal:  Cyberpsychol Behav       Date:  2005-06

Review 6.  Virtual environments for motor rehabilitation: review.

Authors:  Maureen K Holden
Journal:  Cyberpsychol Behav       Date:  2005-06

7.  Brief report: two case studies using virtual reality as a learning tool for autistic children.

Authors:  D Strickland; L M Marcus; G B Mesibov; K Hogan
Journal:  J Autism Dev Disord       Date:  1996-12

8.  Cognitive enhancers as adjuncts to psychotherapy: use of D-cycloserine in phobic individuals to facilitate extinction of fear.

Authors:  Kerry J Ressler; Barbara O Rothbaum; Libby Tannenbaum; Page Anderson; Ken Graap; Elana Zimand; Larry Hodges; Michael Davis
Journal:  Arch Gen Psychiatry       Date:  2004-11

9.  The challenge of using virtual reality in telerehabilitation.

Authors:  Albert A Rizzo; Dorothy Strickland; Stéphane Bouchard
Journal:  Telemed J E Health       Date:  2004       Impact factor: 3.536

10.  Microprocessor-controlled optical stimulating device to improve the gait of patients with Parkinson's disease.

Authors:  M Ferrarin; M Brambilla; L Garavello; A Di Candia; A Pedotti; M Rabuffetti
Journal:  Med Biol Eng Comput       Date:  2004-05       Impact factor: 2.602

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  12 in total

1.  New directions in virtual environments and gaming to address obesity and diabetes: industry perspective.

Authors:  Barb Ruppert
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

Review 2.  Review of innovations in digital health technology to promote weight control.

Authors:  J Graham Thomas; Dale S Bond
Journal:  Curr Diab Rep       Date:  2014       Impact factor: 4.810

3.  Virtual reality technologies for research and education in obesity and diabetes: research needs and opportunities.

Authors:  Abby G Ershow; Charles M Peterson; William T Riley; Albert Skip Rizzo; Brian Wansink
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

4.  Using virtual agents to increase physical activity in young children with the virtual fitness buddy ecosystem: Study protocol for a cluster randomized trial.

Authors:  Lindsay Hahn; Michael D Schmidt; Stephen L Rathbun; Kyle Johnsen; James J Annesi; Sun Joo Grace Ahn
Journal:  Contemp Clin Trials       Date:  2020-10-20       Impact factor: 2.226

Review 5.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

6.  Using avatars to model weight loss behaviors: participant attitudes and technology development.

Authors:  Melissa A Napolitano; Sharon Hayes; Giuseppe Russo; Debora Muresu; Antonio Giordano; Gary D Foster
Journal:  J Diabetes Sci Technol       Date:  2013-07-01

7.  Exergames for women with fibromyalgia: a randomised controlled trial to evaluate the effects on mobility skills, balance and fear of falling.

Authors:  Daniel Collado-Mateo; Francisco J Dominguez-Muñoz; Jose C Adsuar; Eugenio Merellano-Navarro; Narcis Gusi
Journal:  PeerJ       Date:  2017-04-20       Impact factor: 2.984

Review 8.  Recommendations for promoting physical activity for children and adolescents in Germany. A consensus statement.

Authors:  Christine Graf; Ralph Beneke; Wilhelm Bloch; Jens Bucksch; Sigrid Dordel; Stefanie Eiser; Nina Ferrari; Benjamin Koch; Susanne Krug; Wolfgang Lawrenz; Kristin Manz; Roland Naul; Renate Oberhoffer; Eike Quilling; Henry Schulz; Theo Stemper; Günter Stibbe; Walter Tokarski; Klaus Völker; Alexander Woll
Journal:  Obes Facts       Date:  2014-05-10       Impact factor: 3.942

9.  Virtual Reality Gaming Elevates Heart Rate but Not Energy Expenditure Compared to Conventional Exercise in Adult Males.

Authors:  Théo Perrin; Charles Faure; Kévin Nay; Giammaria Cattozzo; Anthony Sorel; Richard Kulpa; Hugo A Kerhervé
Journal:  Int J Environ Res Public Health       Date:  2019-11-11       Impact factor: 3.390

10.  Comment on: Problematic online gaming and the COVID-19 pandemic - The role of exergames.

Authors:  Ricardo B Viana; Rodrigo L Vancini; Wellington F Silva; Naiane S Morais; Vinnycius N de Oliveira; Marília S Andrade; Claudio A B de Lira
Journal:  J Behav Addict       Date:  2021-03-04       Impact factor: 6.756

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