Literature DB >> 26397179

Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art.

Monique Tabak1,2, Marit Dekker-van Weering2, Hylke van Dijk3, Miriam Vollenbroek-Hutten1,2.   

Abstract

OBJECTIVES: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. SEARCH
METHODS: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed.
RESULTS: In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found.
CONCLUSIONS: This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.

Entities:  

Mesh:

Year:  2015        PMID: 26397179     DOI: 10.1089/g4h.2015.0010

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


  13 in total

1.  The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students.

Authors:  Jose Mora-Gonzalez; Isaac J Pérez-López; Manuel Delgado-Fernández
Journal:  Games Health J       Date:  2019-09-23

2.  Acceptability of technology-based physical activity intervention profiles and their motivational factors in obesity care: a latent profile transition analysis.

Authors:  Meggy Hayotte; Guillaume Martinent; Véronique Nègre; Pierre Thérouanne; Fabienne d'Arripe-Longueville
Journal:  Int J Obes (Lond)       Date:  2021-04-23       Impact factor: 5.095

3.  Engaging Elderly People in Telemedicine Through Gamification.

Authors:  Frederiek de Vette; Monique Tabak; Marit Dekker-van Weering; Miriam Vollenbroek-Hutten
Journal:  JMIR Serious Games       Date:  2015-12-18       Impact factor: 4.143

4.  Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality?

Authors:  Bellal Joseph; David G Armstrong
Journal:  Oxf Med Case Reports       Date:  2016-10-05

Review 5.  Quality of Life in Women with Gestational Diabetes Mellitus: A Systematic Review.

Authors:  Daniela Marchetti; Danilo Carrozzino; Federica Fraticelli; Mario Fulcheri; Ester Vitacolonna
Journal:  J Diabetes Res       Date:  2017-02-23       Impact factor: 4.011

6.  Evaluating an Intervention Program Using WeChat for Patients With Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial.

Authors:  Yuyu Jiang; Fenglan Liu; Jianlan Guo; Pingping Sun; Zhongyi Chen; Jinping Li; Liming Cai; Hongqing Zhao; Ping Gao; Zhaosheng Ding; Xiaoliang Wu
Journal:  J Med Internet Res       Date:  2020-04-21       Impact factor: 5.428

7.  Six Tips on How to Bring Epic Wins to Health Care.

Authors:  Anna Sort; Yasser Khazaal
Journal:  Front Psychiatry       Date:  2017-11-30       Impact factor: 4.157

8.  Mobile Exergaming in Adolescents' Everyday Life-Contextual Design of Where, When, with Whom, and How: The SmartLife Case.

Authors:  Ayla Schwarz; Ann DeSmet; Greet Cardon; Sebastien Chastin; Ruben Costa; António Grilo; Josue Ferri; Jorge Domenech; Jeroen Stragier
Journal:  Int J Environ Res Public Health       Date:  2018-04-24       Impact factor: 3.390

9.  Feasibility of Gamified Mobile Service Aimed at Physical Activation in Young Men: Population-Based Randomized Controlled Study (MOPO).

Authors:  Anna-Maiju Leinonen; Riitta Pyky; Riikka Ahola; Maarit Kangas; Pekka Siirtola; Tim Luoto; Heidi Enwald; Tiina M Ikäheimo; Juha Röning; Sirkka Keinänen-Kiukaanniemi; Matti Mäntysaari; Raija Korpelainen; Timo Jämsä
Journal:  JMIR Mhealth Uhealth       Date:  2017-10-10       Impact factor: 4.773

10.  Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis.

Authors:  Erin O'Loughlin; Catherine M Sabiston; Lisa Kakinami; Jennifer J McGrath; Mia Consalvo; Jennifer L O'Loughlin; Tracie A Barnett
Journal:  JMIR Serious Games       Date:  2020-06-15       Impact factor: 4.143

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.