Literature DB >> 23378860

The promise of exergames as tools to measure physical health.

Amanda E Staiano1, Sandra L Calvert.   

Abstract

Exergames are popular video games that combine physical activity with digital gaming. To measure effects of exergame play on physical outcomes and health behaviors, most studies use external measures including accelerometry, indirect calorimetry, heart rate monitors, and written surveys. These measures may reduce external validity by burdening participants during gameplay. Many exergames have the capability to measure activity levels unobtrusively through monitors built into game equipment, and preliminary analysis indicates that exergame measures are significantly correlated with external measures of caloric expenditure, duration of play, and balance. Exergames also have unique capabilities to measure additional data, such as the game challenges, player movement, and levels of performance that affect aerobic activity. Researchers could capitalize on the data collected by the exergame itself, providing an efficient, unobtrusive, comprehensive measure of physical activity during exergame play.

Entities:  

Year:  2011        PMID: 23378860      PMCID: PMC3562354          DOI: 10.1016/j.entcom.2011.03.008

Source DB:  PubMed          Journal:  Entertain Comput        ISSN: 1875-9521


  12 in total

1.  Aerobic demands of the dance simulation game.

Authors:  B Tan; A R Aziz; K Chua; K C Teh
Journal:  Int J Sports Med       Date:  2002-02       Impact factor: 3.118

Review 2.  Active video games to promote physical activity in children and youth: a systematic review.

Authors:  Elaine Biddiss; Jennifer Irwin
Journal:  Arch Pediatr Adolesc Med       Date:  2010-07

3.  Feasibility of a dance videogame to promote weight loss among overweight children and adolescents.

Authors:  Kristine A Madsen; Sophia Yen; Lidya Wlasiuk; Thomas B Newman; Robert Lustig
Journal:  Arch Pediatr Adolesc Med       Date:  2007-01

4.  The health benefits of interactive video game exercise.

Authors:  Darren E R Warburton; Shannon S D Bredin; Leslie T L Horita; Dominik Zbogar; Jessica M Scott; Ben T A Esch; Ryan E Rhodes
Journal:  Appl Physiol Nutr Metab       Date:  2007-08       Impact factor: 2.665

5.  Energy expended playing video console games: an opportunity to increase children's physical activity?

Authors:  Ralph Maddison; Cliona Ni Mhurchu; Andrew Jull; Yannan Jiang; Harry Prapavessis; Anthony Rodgers
Journal:  Pediatr Exerc Sci       Date:  2007-08       Impact factor: 2.333

6.  Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance.

Authors:  Ross A Clark; Adam L Bryant; Yonghao Pua; Paul McCrory; Kim Bennell; Michael Hunt
Journal:  Gait Posture       Date:  2009-12-11       Impact factor: 2.840

7.  Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction.

Authors:  Lana M Widman; Craig M McDonald; R Ted Abresch
Journal:  J Spinal Cord Med       Date:  2006       Impact factor: 1.985

8.  Playing active video games increases energy expenditure in children.

Authors:  Diana L Graf; Lauren V Pratt; Casey N Hester; Kevin R Short
Journal:  Pediatrics       Date:  2009-07-13       Impact factor: 7.124

9.  Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.

Authors:  Lee Graves; Gareth Stratton; N D Ridgers; N T Cable
Journal:  BMJ       Date:  2007-12-22

10.  Energy expenditure and cardiovascular responses to seated and active gaming in children.

Authors:  Robin R Mellecker; Alison M McManus
Journal:  Arch Pediatr Adolesc Med       Date:  2008-09
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  12 in total

1.  Wii Tennis Play for Low-Income African American Adolescents' Energy Expenditure.

Authors:  Amanda E Staiano; Sandra L Calvert
Journal:  Cyberpsychology (Brno)       Date:  2011-07-01

2.  Gaming, Adiposity, and Obesogenic Behaviors Among Children.

Authors:  Tom Baranowski; Kristi Adamo; Melanie Hingle; Ralph Maddison; Ann Maloney; Monique Simons; Amanda Staiano
Journal:  Games Health J       Date:  2013-06

3.  Effectiveness and sustainability of a motor-cognitive stepping exergame training on stepping performance in older adults: a randomized controlled trial.

Authors:  Klaus Hauer; Elena Litz; Michaela Günther-Lange; Caroline Ball; Eling D de Bruin; Christian Werner
Journal:  Eur Rev Aging Phys Act       Date:  2020-09-29       Impact factor: 3.878

4.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

5.  The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial.

Authors:  Jonathan Robinson; John Dixon; Alasdair Macsween; Paul van Schaik; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2015-04-17

6.  Towards exergaming commons: composing the exergame ontology for publishing open game data.

Authors:  Giorgos Bamparopoulos; Evdokimos Konstantinidis; Charalampos Bratsas; Panagiotis D Bamidis
Journal:  J Biomed Semantics       Date:  2016-02-09

7.  Factors Associated with Sustained Exergaming: Longitudinal Investigation.

Authors:  Erin Kathleen O'Loughlin; Tracie A Barnett; Jennifer J McGrath; Mia Consalvo; Lisa Kakinami
Journal:  JMIR Serious Games       Date:  2019-07-31       Impact factor: 4.143

8.  An impact study of the design of exergaming parameters on body intensity from objective and gameplay-based player experience perspectives, based on balance training exergame.

Authors:  Tien-Lung Sun; Chia-Hsuan Lee
Journal:  PLoS One       Date:  2013-07-26       Impact factor: 3.240

Review 9.  Systematic review of Kinect applications in elderly care and stroke rehabilitation.

Authors:  David Webster; Ozkan Celik
Journal:  J Neuroeng Rehabil       Date:  2014-07-03       Impact factor: 4.262

10.  Playing Active Video Games may not develop movement skills: An intervention trial.

Authors:  Lisa M Barnett; Nicola D Ridgers; John Reynolds; Lisa Hanna; Jo Salmon
Journal:  Prev Med Rep       Date:  2015-08-13
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