Literature DB >> 24416640

Is Enhanced Physical Activity Possible Using Active Videogames?

Tom Baranowski1, Janice Baranowski1, Teresia O'Connor1, Amy Shirong Lu2, Debbe Thompson1.   

Abstract

Our research indicated that 10-12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

Entities:  

Year:  2012        PMID: 24416640      PMCID: PMC3833366          DOI: 10.1089/g4h.2012.0018

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  39 in total

1.  Exergaming immediately enhances children's executive function.

Authors:  John R Best
Journal:  Dev Psychol       Date:  2011-12-12

2.  The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults.

Authors:  Lee E F Graves; Nicola D Ridgers; Karen Williams; Gareth Stratton; Greg Atkinson; Nigel T Cable
Journal:  J Phys Act Health       Date:  2010-05

Review 3.  Understanding the mechanisms of change in children's physical activity programs.

Authors:  Tom Baranowski; Russell Jago
Journal:  Exerc Sport Sci Rev       Date:  2005-10       Impact factor: 6.230

4.  Competitive versus cooperative exergame play for African American adolescents' executive function skills: short-term effects in a long-term training intervention.

Authors:  Amanda E Staiano; Anisha A Abraham; Sandra L Calvert
Journal:  Dev Psychol       Date:  2012-03

5.  Energy expenditure and enjoyment of common children's games in a simulated free-play environment.

Authors:  Cheryl A Howe; Patty S Freedson; Henry A Feldman; Stavroula K Osganian
Journal:  J Pediatr       Date:  2010-08-13       Impact factor: 4.406

6.  Prevalence of obesity and trends in body mass index among US children and adolescents, 1999-2010.

Authors:  Cynthia L Ogden; Margaret D Carroll; Brian K Kit; Katherine M Flegal
Journal:  JAMA       Date:  2012-01-17       Impact factor: 56.272

7.  Health professionals' and dietetics practitioners' perceived effectiveness of fruit and vegetable parenting practices across six countries.

Authors:  Teresia O'Connor; Kathy Watson; Sheryl Hughes; Alicia Beltran; Melanie Hingle; Janice Baranowski; Karen Campbell; Dolors Juvinyà Canal; Ana Bertha Pérez Lizaur; Isabel Zacarías; Daniela González; Theresa Nicklas; Tom Baranowski
Journal:  J Am Diet Assoc       Date:  2010-07

Review 8.  Engaging parents to increase youth physical activity a systematic review.

Authors:  Teresia M O'Connor; Russell Jago; Tom Baranowski
Journal:  Am J Prev Med       Date:  2009-08       Impact factor: 5.043

9.  Parenting styles, parenting practices, and physical activity in 10- to 11-year olds.

Authors:  Russell Jago; Kirsten K Davison; Rowan Brockman; Angie S Page; Janice L Thompson; Kenneth R Fox
Journal:  Prev Med       Date:  2010-11-08       Impact factor: 4.018

10.  Social facilitation in virtual reality-enhanced exercise: competitiveness moderates exercise effort of older adults.

Authors:  Cay Anderson-Hanley; Amanda L Snyder; Joseph P Nimon; Paul J Arciero
Journal:  Clin Interv Aging       Date:  2011-10-20       Impact factor: 4.458

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  5 in total

1.  Exergaming in Youth: Effects on Physical and Cognitive Health.

Authors:  John R Best
Journal:  Z Psychol       Date:  2013-04-01

2.  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

3.  The Wii Club: Gaming for Weight Loss in Overweight and Obese Youth.

Authors:  Amanda E Staiano; Anisha A Abraham; Sandra L Calvert
Journal:  Games Health J       Date:  2012-10-05

4.  Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.

Authors:  Arlen C Moller; Sara Majewski; Melanie Standish; Pooja Agarwal; Aleksandra Podowski; Rebecca Carson; Biruk Eyesus; Aakash Shah; Kristin L Schneider
Journal:  JMIR Serious Games       Date:  2014-11-25       Impact factor: 4.143

5.  I PLAY AT WORK-ten principles for transforming work processes through gamification.

Authors:  Florin Oprescu; Christian Jones; Mary Katsikitis
Journal:  Front Psychol       Date:  2014-01-30
  5 in total

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