Literature DB >> 22368230

What are the benefits of a commercial exergaming platform for college students? Examining physical activity, enjoyment, and future intentions.

Alex C Garn1, Birgitta L Baker, Emily K Beasley, Melinda A Solmon.   

Abstract

BACKGROUND: Traditional videogames contribute to sedentary behaviors; in contrast, exergaming is a relatively new concept that uses videogames to promote exercise during game play. Nintendo Wii Fit is a commercially popular exergaming platform geared toward improving fitness, however, limited empirical evidence related to the physical and mental benefits of the Wii Fit platform currently exist. Therefore, the purpose of this study was to investigate possible physical and motivational benefits of Nintendo Wii Fit.
METHODS: A repeated measures design was used with 30 college-aged students to explore physical activity, enjoyment, and future intentions of physical activity associated with Wii Fit exergames.
RESULTS: Data supported the efficacy of Wii Fit Basic Run to consistently produce moderate to vigorous physical activity across participants. Future intentions were higher for exergaming compared with generic exercise and obese individuals enjoyed exergaming more than generic physical activity.
CONCLUSIONS: The Basic Run Wii Fit game provided opportunities for accumulating moderate to vigorous physical activity that provided motivational benefits to these participants, especially those classified as obese. Future research should examine the ability of Wii Fit exergames to produce physical activity and motivation over time.

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Year:  2012        PMID: 22368230     DOI: 10.1123/jpah.9.2.311

Source DB:  PubMed          Journal:  J Phys Act Health        ISSN: 1543-3080


  12 in total

1.  Effect of transcranial direct current stimulation combined with gait and mobility training on functionality in children with cerebral palsy: study protocol for a double-blind randomized controlled clinical trial.

Authors:  Luanda André Collange Grecco; Natália de Almeida Carvalho Duarte; Mariana Emerenciano de Mendonça; Hugo Pasini; Vânia Lúcia Costa de Carvalho Lima; Renata Calhes Franco; Luis Vicente Franco de Oliveira; Paulo de Tarso Camilo de Carvalho; João Carlos Ferrari Corrêa; Nelci Zanon Collange; Luciana Maria Malosá Sampaio; Manuela Galli; Felipe Fregni; Claudia Santos Oliveira
Journal:  BMC Pediatr       Date:  2013-10-11       Impact factor: 2.125

2.  Exercise videogames for physical activity and fitness: Design and rationale of the Wii Heart Fitness trial.

Authors:  Beth C Bock; Herpreet Thind; Shira I Dunsiger; Eva R Serber; Joseph T Ciccolo; Victoria Cobb; Kathy Palmer; Sean Abernathy; Bess H Marcus
Journal:  Contemp Clin Trials       Date:  2015-04-17       Impact factor: 2.226

Review 3.  Effects of Exergaming on Physical Activity in Overweight Individuals.

Authors:  Christoph Höchsmann; Michael Schüpbach; Arno Schmidt-Trucksäss
Journal:  Sports Med       Date:  2016-06       Impact factor: 11.136

4.  Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

Authors:  Elizabeth Jane Lyons; Claire Hatkevich
Journal:  J Med Internet Res       Date:  2013-05-07       Impact factor: 5.428

5.  Effect of a single session of transcranial direct-current stimulation combined with virtual reality training on the balance of children with cerebral palsy: a randomized, controlled, double-blind trial.

Authors:  Roberta Delasta Lazzari; Fabiano Politti; Cibele Alimedia Santos; Arislander Jonathan Lopes Dumont; Fernanda Lobo Rezende; Luanda André Collange Grecco; Luiz Alfredo Braun Ferreira; Claudia Santos Oliveira
Journal:  J Phys Ther Sci       Date:  2015-03-31

6.  Comparison of College Students' Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise.

Authors:  Daniel J McDonough; Zachary C Pope; Nan Zeng; Jung Eun Lee; Zan Gao
Journal:  J Clin Med       Date:  2018-11-10       Impact factor: 4.241

7.  Enjoyment and Intensity of Physical Activity in Immersive Virtual Reality Performed on Innovative Training Devices in Compliance with Recommendations for Health.

Authors:  Małgorzata Dębska; Jacek Polechoński; Arkadiusz Mynarski; Piotr Polechoński
Journal:  Int J Environ Res Public Health       Date:  2019-09-30       Impact factor: 3.390

8.  Cardiovascular effects of Zumba(®) performed in a virtual environment using XBOX Kinect.

Authors:  Luceli Eunice Da Silva Neves; Mariza Paver Da Silva Cerávolo; Elisangela Silva; Wagner Zeferino De Freitas; Fabiano Fernandes Da Silva; Wonder Passoni Higino; Wellington Roberto Gomes Carvalho; Renato Aparecido De Souza
Journal:  J Phys Ther Sci       Date:  2015-09-30

9.  The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis.

Authors:  Julien Tripette; Haruka Murakami; Katie Rose Ryan; Yuji Ohta; Motohiko Miyachi
Journal:  PeerJ       Date:  2017-09-05       Impact factor: 2.984

Review 10.  A systematic review of active video games on rehabilitative outcomes among older patients.

Authors:  Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao
Journal:  J Sport Health Sci       Date:  2016-12-05       Impact factor: 7.179

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