Literature DB >> 26181680

Efficient and Effective Change Principles in Active Videogames.

Leon M Straker1, Ashley A Fenner2, Erin K Howie1, Deborah L Feltz3, Cindy M Gray4, Amy Shirong Lu5, Florian Floyd Mueller6, Monique Simons7,8,9, Lisa M Barnett10.   

Abstract

Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.

Entities:  

Mesh:

Year:  2014        PMID: 26181680      PMCID: PMC4808282          DOI: 10.1089/g4h.2014.0077

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


  28 in total

1.  Human-computer interaction: psychology as a science of design.

Authors:  J M Carroll
Journal:  Annu Rev Psychol       Date:  1997       Impact factor: 24.137

2.  "Dance Dance Revolution" Used by 7- and 8-Year-Olds to Boost Physical Activity: Is Coaching Necessary for Adherence to an Exercise Prescription?

Authors:  Sadye Paez Errickson; Ann E Maloney; Deborah Thorpe; Carol Giuliani; Angela M Rosenberg
Journal:  Games Health J       Date:  2012-01-06

3.  Playing in parallel: the effects of multiplayer modes in active video game on motivation and physical exertion.

Authors:  Wei Peng; Julia Crouse
Journal:  Cyberpsychol Behav Soc Netw       Date:  2013-03-19

4.  Parents' and children's perceptions of active video games: a focus group study.

Authors:  Robyn Dixon; Ralph Maddison; Cliona Ni Mhurchu; Andrew Jull; Patricia Meagher-Lundberg; Deborah Widdowson
Journal:  J Child Health Care       Date:  2010-03-04       Impact factor: 1.979

5.  Effects of Active Videogames on Physical Activity and Related Outcomes Among Healthy Children: A Systematic Review.

Authors:  Yan Liang; Patrick W C Lau
Journal:  Games Health J       Date:  2014-04-17

6.  Engagement, enjoyment, and energy expenditure during active video game play.

Authors:  Elizabeth J Lyons; Deborah F Tate; Dianne S Ward; Kurt M Ribisl; J Michael Bowling; Sriram Kalyanaraman
Journal:  Health Psychol       Date:  2013-03-25       Impact factor: 4.267

7.  Energy cost and game flow of 5 exer-games in trained players.

Authors:  Shaw Bronner; Russell Pinsker; J Adam Noah
Journal:  Am J Health Behav       Date:  2013-05

8.  Autonomy supportive environments and mastery as basic factors to motivate physical activity in children: a controlled laboratory study.

Authors:  James N Roemmich; Maya J Lambiase Ms; Thomas F McCarthy; Denise M Feda; Karl F Kozlowski
Journal:  Int J Behav Nutr Phys Act       Date:  2012-02-21       Impact factor: 6.457

Review 9.  Design considerations for a theory-driven exergame-based rehabilitation program to improve walking of persons with stroke.

Authors:  Seline Wüest; Rolf van de Langenberg; Eling D de Bruin
Journal:  Eur Rev Aging Phys Act       Date:  2013-12-07       Impact factor: 3.878

10.  To remove or to replace traditional electronic games? A crossover randomised controlled trial on the impact of removing or replacing home access to electronic games on physical activity and sedentary behaviour in children aged 10-12 years.

Authors:  Leon M Straker; Rebecca A Abbott; Anne J Smith
Journal:  BMJ Open       Date:  2013-07-01       Impact factor: 2.692

View more
  3 in total

1.  Might Video Games Help Remedy Childhood Obesity?

Authors:  Tom Baranowski
Journal:  Child Obes       Date:  2015-05-15       Impact factor: 2.992

2.  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

3.  Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.

Authors:  Michael Rosenberg; Ashleigh L Thornton; Brendan S Lay; Brodie Ward; David Nathan; Daniel Hunt; Rebecca Braham
Journal:  PLoS One       Date:  2016-07-21       Impact factor: 3.240

  3 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.