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Ramos TDA, Medeiros CCM, Figueiroa JN, de Carvalho DF, Gusmão TME, Alves JGB. Effects of exergaming on the microcirculation of adolescents with overweight or obesity-a clinical trial efficacy. Appl Physiol Nutr Metab 2023; 48:379-385. [PMID: 36919852 DOI: 10.1139/apnm-2022-0335] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/16/2023]
Abstract
To assess the effect of exergaming on the microcirculation function of adolescents with overweight or obesity, this non-randomized clinical trial efficacy was conducted with 61 adolescents aged between 10 and 16 years. The intervention group (n = 31) performed exergaming three times per week for 8 weeks. Both groups received guidelines for a healthy diet and staying physically active. Microcirculation was assessed using a laser Doppler flowmetry (LDF) at baseline and after intervention. Primary outcomes derived from LDF assessment included resting flow, maximum flow, maximum/resting flow ratio, area under hyperemia, and post-occlusive reactive hyperemia (PORH). Secondary outcomes were body mass index and systemic blood pressure. Unpaired Student's t test compared intergroup analyses, and paired Student's t test compared intragroup analyses. The significance was set at 5%. Statistical analysis intergroup and intragroup was done by fitting a two-way mixed effects model. Microcirculation was similar between groups. Maximum flow (109.0 ± 38.3 versus 124.6 ± 43.0, P = 0.022), area under hyperemia (1614 ± 472 versus. 1755 ± 461, P = 0.023), and PORH (2.18 ± 0.49 versus 2.01 ± 0.52, P = 0.031) were statistically different after intervention. Body mass index decreased in intervention (24.5 ± 3.8-24.1 ± 4.0 kg/m2, P = 0.002) and control (25.2 ± 3.2-25.1 ± 3.3 kg/m2, P = 0.031) groups. Systolic blood pressure decreased significantly in the intervention group (110 ± 10-106 ± 9 mm Hg; P = 0.041) but not diastolic blood pressure (66.0 ± 7-68.8 ± 8 mm Hg; P = 0.089). Exergaming for 8 weeks led to improvements in the microcirculation function in adolescents with overweighed or obesity. Clinical trials: NTC03532659.
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Affiliation(s)
- Thacira Dantas Almeida Ramos
- Instituto de Medicina Integral Prof. Fernando Figueira (IMIP), Department of Integral Medicine, Postgraduate Program in Integral Medicine, Recife, PE, Brazil.,UniFacisa, Departament of Medicine, Campina Grande, PB, Brazil
| | | | - José Natal Figueiroa
- Instituto de Medicina Integral Prof. Fernando Figueira (IMIP), Department of Integral Medicine, Postgraduate Program in Integral Medicine, Recife, PE, Brazil
| | | | - Tatianne Moura Estrela Gusmão
- Instituto de Medicina Integral Prof. Fernando Figueira (IMIP), Department of Integral Medicine, Postgraduate Program in Integral Medicine, Recife, PE, Brazil.,UniFacisa, Departament of Medicine, Campina Grande, PB, Brazil
| | - João Guilherme Bezerra Alves
- Instituto de Medicina Integral Prof. Fernando Figueira (IMIP), Department of Integral Medicine, Postgraduate Program in Integral Medicine, Recife, PE, Brazil
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Lee HK, Jin J. The effect of a virtual reality exergame on motor skills and physical activity levels of children with a developmental disability. RESEARCH IN DEVELOPMENTAL DISABILITIES 2023; 132:104386. [PMID: 36463655 DOI: 10.1016/j.ridd.2022.104386] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/08/2022] [Revised: 11/21/2022] [Accepted: 11/26/2022] [Indexed: 06/17/2023]
Abstract
BACKGROUND It is well documented that regular physical activity (PA) participation improves physical functions of children with a developmental disability (DD). Researchers have begun to pay attention to virtual reality (VR) based PA programs, but there is a lack of research evidence. AIM We aimed to examine the effect of a VR-based PA program on motor skills and PA levels in children with DD. METHODS AND PROCEDURES Twenty-three children with DD were randomly assigned to an experimental and a control group. The intervention was conducted for 24 sessions, 40 min each, and twice a week. Each participant rode a stationary bike with a cadence sensor wearing a VR headset. TGMD-3 and a GENEActiv accelerometer were used to measure motor skills and PA levels one week before and after the intervention. OUTCOMES AND RESULTS Children in the experimental group showed a significant increase in locomotor skills. Ball skills also increased but did not have significant differences. For PA levels, both groups did not have significant increase after the intervention. CONCLUSIONS AND IMPLICATIONS A VR-based PA program was effective in improving locomotor skills among children with DD. To significantly change ball skills and PA levels of children with DD, VR-based PA program mixed with reality-based PA program is probably necessary.
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Affiliation(s)
- Hoo Kyung Lee
- University of Seoul, 163 Seoulsiripdaero, Seoul 02504, South Korea.
| | - Jooyeon Jin
- University of Seoul, 163 Seoulsiripdaero, Seoul 02504, South Korea.
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Integrating Regular Exergaming Sessions in the ExerCube into a School Setting Increases Physical Fitness in Elementary School Children: A Randomized Controlled Trial. J Clin Med 2022; 11:jcm11061570. [PMID: 35329896 PMCID: PMC8948983 DOI: 10.3390/jcm11061570] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/01/2022] [Revised: 03/09/2022] [Accepted: 03/09/2022] [Indexed: 01/27/2023] Open
Abstract
This study aimed to investigate the effects of a school-based exergame intervention on anthropometric parameters and physical fitness. Fifty-eight students (10.4 ± 0.8 years; 48% girls) were randomized into an intervention (IG) and a control (CG) group. Both groups participated in regular physical education classes during the three-month intervention period. The IG additionally received a 20-minute exergame intervention twice per week. At baseline and following the intervention period, body mass index (BMI) and waist-to-height ratio (WHtR) were assessed. Furthermore, a sprint test (ST), a countermovement jump test (CMJ), and a shuttle run test (SRT) were performed. Due to prescribed quarantine measures, only 34 students (18 IG; 16 CG) were included in the final analysis. A significant group−time interaction was determined in CMJ performance (p < 0.001; η2 = 0.403), with a significant increase (+2.6 ± 2.4 cm; p < 0.001; η2 = 0.315) in the IG and a significant decrease (−2.0 ± 3.1 cm; p = 0.009; η2 = 0.190) in the CG. Furthermore, ST performance significantly improved in the IG (−0.03 ± 0.08 s; p = 0.012; η2 = 0.180) but not in the CG (0.13 ± 0.16 s; p = 0.460; η2 = 0.017), revealing significant interaction effects (p = 0.02; η2 = 0.157). Significant group−time interaction was observed for the SRT (p = 0.046; η2 = 0.122), with a significant increase (+87.8 ± 98.9 m; p = 0.028; η2 = 0.147) in the IG and no changes (−29.4 ± 219.7 m; p = 0.485; η2 = 0.016) in the CG. Concerning BMI (p = 0.157; η2 = 0.063) and WHtR (p = 0.063; η2 = 0.114), no significant interaction effects were detected. School-based exergaming is a suitable tool to influence students’ physical fitness positively.
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Sousa CV, Hwang J, Cabrera-Perez R, Fernandez A, Misawa A, Newhook K, Lu AS. Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students. JOURNAL OF SPORT AND HEALTH SCIENCE 2022; 11:164-171. [PMID: 34004390 PMCID: PMC9068577 DOI: 10.1016/j.jshs.2021.05.002] [Citation(s) in RCA: 21] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/16/2020] [Revised: 02/09/2021] [Accepted: 03/03/2021] [Indexed: 06/12/2023]
Abstract
BACKGROUND Active video games are a new method for increasing physical activity (PA). Fully immersive virtual reality (VR) is a hardware device on which an active video game can run. Active (video games in) VR (AVR), might increase immersion, game engagement, and moderate-to-vigorous PA (MVPA), thereby yielding greater exercise-related benefits, e.g., cognitive performance. METHODS We examined the induction of MVPA via an AVR and a sedentary VR (SVR) as well as the effects of VR play on cognitive performance, which was monitored using 2 different methods. Each of 29 sedentary college students attended three 20-min laboratory sessions (AVR, SVR, or control) in a randomized order; during the control session, they sat quietly doing nothing. A fully immersive headset was used for the 2 video game sessions. We monitored and computed participants' PA using hip-worn accelerometers (wGT3x-bt; ActiGraph, Pensacola, FL, USA) and a heart rate band (Polar H7; Polar, Kempele, Finland). After each session, the participants completed a mnemonic similarity test (MST) to measure recognition memory. They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire. RESULTS The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method. AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion, challenge, and positive affect than did SVR. The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session. CONCLUSION AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
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Affiliation(s)
- Caio Victor Sousa
- Health Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA
| | - Jungyun Hwang
- Department of Aging and Geriatric Research, University of Florida, Gainesville, FL 32603, USA
| | - Romina Cabrera-Perez
- Health Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA
| | - Austin Fernandez
- Health Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA
| | - Aika Misawa
- Health Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA
| | - Kelsey Newhook
- Health Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA
| | - Amy Shirong Lu
- Health Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA.
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Romano A, Favetta M, Summa S, Schirinzi T, Bertini ES, Castelli E, Vasco G, Petrarca M. Upper Body Physical Rehabilitation for Children with Ataxia through IMU-Based Exergame. J Clin Med 2022; 11:1065. [PMID: 35207341 PMCID: PMC8876617 DOI: 10.3390/jcm11041065] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/18/2022] [Revised: 02/15/2022] [Accepted: 02/17/2022] [Indexed: 02/04/2023] Open
Abstract
BACKGROUND Children with ataxia experience balance and movement coordination difficulties and needs intensive physical intervention to maintain functional abilities and counteract the disorder. Exergaming represents a valuable strategy to provide engaging physical intervention to children with ataxia, sustaining their motivation to perform the intervention. This paper aims to describe the effect of a home-conducted exergame-based exercise training for upper body movements control of children with ataxia on their ataxic symptoms, walking ability, and hand dexterity. METHODS Eighteen children with ataxia were randomly divided into intervention and control groups. Participants in the intervention group were asked to follow a 12-week motor activity program at home using the Niurion® exergame. Blind assessments of participants' ataxic symptoms, dominant and non-dominant hand dexterity, and walking ability were conducted. RESULTS On average, the participants performed the intervention for 61.5% of the expected time. At the end of the training, participants in the intervention group showed improved hand dexterity that worsened in the control group. CONCLUSION The presented exergame enhanced the participants' hand dexterity. However, there is a need for exergames capable of maintaining a high level of players' motivation in playing. It is advisable to plan a mixed intervention to take care of the multiple aspects of the disorder.
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Affiliation(s)
- Alberto Romano
- Movement Analysis and Robotics Laboratory (MAR Lab), Intensive Neurorehabilitation and Robotics Department, “Bambino Gesù” Children’s Hospital, IRCCS, 00050 Rome, Italy; (A.R.); (M.F.); (E.C.); (G.V.); (M.P.)
| | - Martina Favetta
- Movement Analysis and Robotics Laboratory (MAR Lab), Intensive Neurorehabilitation and Robotics Department, “Bambino Gesù” Children’s Hospital, IRCCS, 00050 Rome, Italy; (A.R.); (M.F.); (E.C.); (G.V.); (M.P.)
| | - Susanna Summa
- Movement Analysis and Robotics Laboratory (MAR Lab), Intensive Neurorehabilitation and Robotics Department, “Bambino Gesù” Children’s Hospital, IRCCS, 00050 Rome, Italy; (A.R.); (M.F.); (E.C.); (G.V.); (M.P.)
| | - Tommaso Schirinzi
- Department of Systems Medicine, University of Rome “Tor Vergata”, 00133 Rome, Italy;
| | - Enrico Silvio Bertini
- Unit of Neuromuscolar and Neurodegenerative Diseases, Department of Neurosciences, “Bambino Gesù” Children’s Hospital, IRCCS, 00146 Rome, Italy;
| | - Enrico Castelli
- Movement Analysis and Robotics Laboratory (MAR Lab), Intensive Neurorehabilitation and Robotics Department, “Bambino Gesù” Children’s Hospital, IRCCS, 00050 Rome, Italy; (A.R.); (M.F.); (E.C.); (G.V.); (M.P.)
| | - Gessica Vasco
- Movement Analysis and Robotics Laboratory (MAR Lab), Intensive Neurorehabilitation and Robotics Department, “Bambino Gesù” Children’s Hospital, IRCCS, 00050 Rome, Italy; (A.R.); (M.F.); (E.C.); (G.V.); (M.P.)
| | - Maurizio Petrarca
- Movement Analysis and Robotics Laboratory (MAR Lab), Intensive Neurorehabilitation and Robotics Department, “Bambino Gesù” Children’s Hospital, IRCCS, 00050 Rome, Italy; (A.R.); (M.F.); (E.C.); (G.V.); (M.P.)
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Kircher E, Ketelhut S, Ketelhut K, Röglin L, Hottenrott K, Martin-Niedecken AL, Ketelhut RG. A Game-Based Approach to Lower Blood Pressure? Comparing Acute Hemodynamic Responses to Endurance Exercise and Exergaming: A Randomized Crossover Trial. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19031349. [PMID: 35162372 PMCID: PMC8834849 DOI: 10.3390/ijerph19031349] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/07/2022] [Revised: 01/19/2022] [Accepted: 01/21/2022] [Indexed: 01/27/2023]
Abstract
The present randomized crossover study aimed to determine whether an exergaming session in an innovative, functional fitness game could be an effective exercise approach that elicits favorable blood pressure (BP) responses, such as a typical moderate endurance exercise (ET). Therefore, acute hemodynamic responses after a training session in the ExerCube and an ET on a treadmill were assessed and compared. Twenty-eight healthy recreational active participants (13 women; aged 24.8 ± 3.9 years) completed an exergaming session (EX) and an ET in a randomized and counterbalanced order. Before and throughout the 45 min after the training, the peripheral and central BP were measured. After the ET, there was a moderate decrease in both peripheral systolic (-1.8 mmHg; p = 0.14) and diastolic (-0.8 mmHg; p = 0.003), as well as central diastolic (-1.5 mmHg; p = 0.006) pressure compared to the resting value before the exercise. After the EX, there was a significant decrease in peripheral systolic (-6.3 mmHg; p < 0.001) and diastolic (-4.8 mmHg; p < 0.001), as well as central systolic (-5.8 mmHg; p < 0.001) and diastolic (-5.3 mmHg; p < 0.001) pressure compared to baseline. The interaction effects showed significant differences in peripheral and central systolic BP as well as in peripheral diastolic BP (p = 0.05). The EX seems to be an effective training approach that triggers relevant peripheral and central BP-responses, which are more pronounced than after a typical ET. Therefore, the ExerCube can be a time-efficient training tool to improve cardiovascular health.
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Affiliation(s)
- Eva Kircher
- Department of Medical Sciences, Charité University Medicine Berlin, 10117 Berlin, Germany; (E.K.); (R.G.K.)
| | - Sascha Ketelhut
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, 06120 Halle (Saale), Germany; (L.R.); (K.H.)
- Correspondence:
| | - Kerstin Ketelhut
- Faculty of Natural Science, MSB Medical School Berlin, 14197 Berlin, Germany;
| | - Lisa Röglin
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, 06120 Halle (Saale), Germany; (L.R.); (K.H.)
| | - Kuno Hottenrott
- Institute of Sport Science, Martin Luther University Halle-Wittenberg, 06120 Halle (Saale), Germany; (L.R.); (K.H.)
| | - Anna Lisa Martin-Niedecken
- Department of Design, Institute for Design Research, Zurich University of the Arts, 8031 Zurich, Switzerland;
| | - Reinhard G. Ketelhut
- Department of Medical Sciences, Charité University Medicine Berlin, 10117 Berlin, Germany; (E.K.); (R.G.K.)
- Cardiology and Sports Medicine, Medical Center Berlin (MCB), 10559 Berlin, Germany
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Ketelhut S, Röglin L, Kircher E, Martin-Niedecken A, Ketelhut R, Hottenrott K, Ketelhut K. The New Way to Exercise? Evaluating an Innovative Heart-rate-controlled Exergame. Int J Sports Med 2021; 43:77-82. [PMID: 34255326 DOI: 10.1055/a-1520-4742] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/21/2022]
Abstract
Exergames may offer novel opportunities to expand physical activity. Most games, however, only result in low to moderate-intensity activities that are too low to allow relevant physical adjustments. In the present study, the exercise intensity of a new, heart rate controlled, functional fitness game was assessed. 28 subjects (aged 24.8±3.8 yrs; 46% female; BMI 23.2±2.3 kg/m2) were enrolled in this study. VO2max and maximal heart rate (HRmax) were assessed during a maximal graded exercise test on a treadmill and compared with the oxygen consumption (VO2) and heart rate (HR) during a game in the ExerCube.In the ExerCube, the subjects reached a peak HR of 187.43±9.22 bpm, which corresponds to 96.57±3.64% of their HRmax. The mean HR throughout the game was 167.11±10.94 bpm, corresponding to 86.07±4.33% of HRmax. VO2peak reached 41.57±5.09 ml/kg/min during the game in the ExerCube, which corresponds to 84.75±7.52% of VO2max. The mean VO2 consumption during the game reached 32.39±4.04 ml/kg/min, which corresponds to 66.01±5.09% of VO2max. The ExerCube provides a form of vigorous physical exercise. Due to its playful, immersive, and motivating nature, the ExerCube seems to be a promising tool to facilitate physical activity.
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Affiliation(s)
- Sascha Ketelhut
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, Halle, Germany
| | - Lisa Röglin
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, Halle, Germany
| | - Eva Kircher
- Internal Medicine, Charité Medical Faculty Berlin, Berlin, Germany
| | | | - Reinhard Ketelhut
- Internal Medicine, Charité Medical Faculty Berlin, Berlin, Germany.,Cardiology - Sports Medicine, Medical Center Berlin, Berlin, Germany
| | - Kuno Hottenrott
- Institute of Sport Science, Martin-Luther-University Halle-Wittenberg, Halle, Germany
| | - Kerstin Ketelhut
- Natural Sciences, MSB Medical School Berlin GmbH, Berlin, Germany
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Schwarz A, Cardon G, Chastin S, Stragier J, De Marez L, DeSmet A. Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18147444. [PMID: 34299895 PMCID: PMC8305797 DOI: 10.3390/ijerph18147444] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Revised: 06/29/2021] [Accepted: 07/08/2021] [Indexed: 11/25/2022]
Abstract
Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perceived as engaging to all. This study aimed to evaluate whether dynamic tailoring in a narrative-driven mobile exergame for adolescents played in leisure settings, can create higher user engagement compared to a non-tailored exergame. A cluster-randomized controlled trial assessed differences in user engagement between a dynamically tailored (based on an accelerometer sensor integrated in a T-shirt) and non-tailored condition. In total, 94 participants (M age = 14.61 ± 1.93; 35% female) participated and were assigned to one of the two conditions. User engagement was measured via a survey and game metric data. User engagement was low in both conditions. Narrative sensation was higher in the dynamically tailored condition, but the non-tailored condition showed longer play-time. User suggestions to create a more appealing game included simple and more colorful graphics, avoiding technical problems, more variety and shorter missions and multiplayer options. Less cumbersome or more attractive sensing options than the smart T-shirt may offer a more engaging solution, to be tested in future research.
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Affiliation(s)
- Ayla Schwarz
- Consumption and Healthy Lifestyles, Faculty of Social Sciences, Wageningen University & Research, 6708 PB Wageningen, The Netherlands;
| | - Greet Cardon
- Department of Movement and Sport Sciences, Ghent University, 9000 Ghent, Belgium;
| | - Sebastien Chastin
- School of Health and Life Science, Caledonian University, Glasgow G4 0BA, UK;
| | - Jeroen Stragier
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium; (J.S.); (L.D.M.)
| | - Lieven De Marez
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium; (J.S.); (L.D.M.)
| | - Consortium SmartLife
- KnowledgeBizConsulting, and Faculdade de Ciências e Tecnologia, Universidade NOVA, 1099-085 Lisbon, Portugal;
| | - Ann DeSmet
- Research Center for the Promotion of Health, Prosocial Behavior and Wellbeing PACE, Faculty of Psychological and Educational Sciences, Université Libre de Bruxelles, 1050 Brussels, Belgium
- Department of Communication Studies, University of Antwerp, 2000 Antwerp, Belgium
- Correspondence: ; Tel.: +32-(26)-503282
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Rüth M, Kaspar K. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards. Front Psychol 2021; 12:644036. [PMID: 33897546 PMCID: PMC8062880 DOI: 10.3389/fpsyg.2021.644036] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2020] [Accepted: 02/26/2021] [Indexed: 12/19/2022] Open
Abstract
Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with negative physical, mental, and economic consequences. Younger and older people have not reached the recommended physical activity level for years. Societal restrictions due to COVID-19 additionally reduce opportunities for physical activity, and they increase social isolation. Here, we outline how playing exergames with others (social exergaming) at home could foster physical and mental health and promote communication and discussions on exergaming. Accordingly, we highlight the educational and social benefits of exergaming at home and delineate the concept of Educational and Social Exergaming (EASE). We outline specific benefits and pitfalls of exergaming regarding its physical and nonphysical effects, including educational values of discussing exergaming experiences and related topics. Moreover, we discuss the relevance of practical guidelines for educational and social exergaming at home as well as prospects for future research. Overall, educational and social exergaming could alleviate several detrimental effects of both pandemics on the health and well-being of people of all ages.
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Affiliation(s)
- Marco Rüth
- Department of Psychology, University of Cologne, Cologne, Germany
| | - Kai Kaspar
- Department of Psychology, University of Cologne, Cologne, Germany
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Norozi K, Haworth R, Dempsey AA, Endres K, Altamirano-Diaz L. Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them? CJC Open 2020; 2:555-562. [PMID: 33305216 PMCID: PMC7711007 DOI: 10.1016/j.cjco.2020.07.006] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/06/2020] [Accepted: 07/11/2020] [Indexed: 01/06/2023] Open
Abstract
BACKGROUND Despite current physical activity (PA) guidelines, children spend an average of 1-3 hours/day playing video games. Some video games offer physically active components as part of gameplay. We sought to determine if these active video games (AVGs) can elicit at least moderate PA in children, identify game elements important for PA, and determine if they are fun to play. METHODS Twenty children aged 8 to 16 years underwent cardiopulmonary exercise testing to determine their heart rate (HR) at ventilatory threshold. Participants played 2 different AVGs, and the gaming time that each participant's HR was above the HR thresholds for moderate and vigorous PA was determined. Gameplay elements that supported or inhibited active gameplay were also identified. Participants also completed questionnaires on physical activity, game engagement, and game experience. RESULTS The Dance Central Spotlight and Kung-Fu for Kinect AVGs produced at least moderate PA, for a mean of 54.3% ± 29.5% and 87.8% ± 21.8% of gameplay time, respectively. Full-body movements, player autonomy, and self-efficacy were observed to be important elements of good AVG design. Although participants enjoyed these AVGs, they still preferred their favorite games (game engagement score of 1.82 ± 0.67 vs 0.95 ± 0.70 [Dance Central Spotlight] and 1.39 ± 0.37 [Kung Fu for Kinect]). CONCLUSIONS AVGs can provide at least moderate PA and are enjoyable to play, but most popular video games do not incorporate active components. The implementation of government policies and a rating system concerning PA in video games may help address the widespread sedentary lifestyle of children.
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Affiliation(s)
- Kambiz Norozi
- Department of Pediatrics, Western University, London, Ontario, Canada
- Paediatric Cardiopulmonary Research Laboratory, London Health Sciences Centre, London, Ontario, Canada
- Children’s Health Research Institute, London, Ontario, Canada
- Lawson Health Research Institute, London, Ontario, Canada
- Department of Paediatric Cardiology and Intensive Care Medicine, Hannover Medical School, Hannover, Germany
| | - Robert Haworth
- Department of Pediatrics, Western University, London, Ontario, Canada
- Paediatric Cardiopulmonary Research Laboratory, London Health Sciences Centre, London, Ontario, Canada
| | - Adam A. Dempsey
- Department of Pediatrics, Western University, London, Ontario, Canada
- Paediatric Cardiopulmonary Research Laboratory, London Health Sciences Centre, London, Ontario, Canada
| | - Kaitlin Endres
- Paediatric Cardiopulmonary Research Laboratory, London Health Sciences Centre, London, Ontario, Canada
| | - Luis Altamirano-Diaz
- Department of Pediatrics, Western University, London, Ontario, Canada
- Paediatric Cardiopulmonary Research Laboratory, London Health Sciences Centre, London, Ontario, Canada
- Children’s Health Research Institute, London, Ontario, Canada
- Lawson Health Research Institute, London, Ontario, Canada
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Hahn L, Schmidt MD, Rathbun SL, Johnsen K, Annesi JJ, Ahn SJG. Using virtual agents to increase physical activity in young children with the virtual fitness buddy ecosystem: Study protocol for a cluster randomized trial. Contemp Clin Trials 2020; 99:106181. [PMID: 33096225 DOI: 10.1016/j.cct.2020.106181] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/29/2020] [Revised: 09/17/2020] [Accepted: 10/15/2020] [Indexed: 11/26/2022]
Abstract
BACKGROUND Designing and implementing a truly self-determined physical activity (PA) intervention has required excessive amounts of labor and expenses that, until recently, have made it prohibitively costly to implement in the field at scale. METHODS Guided by self-determination theory, and harnessing the power of consumer-grade interactive technologies, we developed the Virtual Fitness Buddy (VFB) Ecosystem. Designed to foster intrinsic motivation toward adopting PA as a lifestyle change in 6-10-year-old children, the Ecosystem features a mixed-reality kiosk which houses a personalized virtual pet for each user. Each time a child visits the kiosk, the pet (a mid-sized dog) automatically detects its owner based on the data from a child's Fitbit, assists the child in setting daily PA goals and provides tailored feedback on the child's PA progress. The pet alerts parents in real-time by sending text messages and relaying the parents' response to the child, so that parents and children can remain connected about the child's PA progress even when they are physically apart. We aim to implement the kiosk in 12 after-school sites, plus use 12 additional sites as controls, where children can still set and view progress toward their PA goals without access to a virtual pet. CONCLUSION The VFB Ecosystem represents a new generation of technology-mediated health interventions for children to promote sustainable PA lifestyle changes. Because the VFB Ecosystem is a cost- and labor-effective solution that integrates consumer-grade technology with low barriers for continued use, it has the potential for rapid diffusion and widespread public health impact.
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Affiliation(s)
- Lindsay Hahn
- Department of Communication, University at Buffalo, State University of New York, United States.
| | | | - Stephen L Rathbun
- Department of Epidemiology and Biostatistics, University of Georgia, United States
| | - Kyle Johnsen
- College of Engineering, University of Georgia, United States
| | - James J Annesi
- YMCA of Metro Atlanta, United States; School of Health Professions, University of Alabama at Birmingham, United States
| | - Sun Joo Grace Ahn
- Grady College of Journalism & Mass Communication, University of Georgia, United States
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12
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Kari T, Salo M, Frank L. Role of situational context in use continuance after critical exergaming incidents. INFORMATION SYSTEMS JOURNAL 2019. [DOI: 10.1111/isj.12273] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Affiliation(s)
- Tuomas Kari
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
| | - Markus Salo
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
| | - Lauri Frank
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
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13
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Benzing V, Schmidt M. Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats. J Clin Med 2018; 7:E422. [PMID: 30413016 PMCID: PMC6262613 DOI: 10.3390/jcm7110422] [Citation(s) in RCA: 100] [Impact Index Per Article: 14.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2018] [Revised: 10/31/2018] [Accepted: 11/02/2018] [Indexed: 12/12/2022] Open
Abstract
Exergaming, or active video gaming, has become an emerging trend in fitness, education and health sectors. It is defined as digital games that require bodily movements to play, stimulating an active gaming experience to function as a form of physical activity (PA). Since exergaming is becoming more popular, claims have been made on the usefulness of exergaming. It has, for example, been entitled as being "the future of fitness" by the American College of Sports Medicine, promoting PA and health in children and adolescents. However, research also suggests that long-term engagement in exergaming is difficult to achieve, and there is a noticeable reservation towards exergaming by parents, teachers and caregivers. To provide an overview and to outline the future directions of exergaming, the aim of this review was to critically illustrate the strengths, weaknesses, opportunities and threats of exergaming to promote PA and health in children and youth. The available evidence indicates that exergaming has the potential to improve health via an increase in PA. However, it seems that this potential is frequently underexploited, and further developments such as customized exergames are needed.
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Affiliation(s)
- Valentin Benzing
- Institute of Sport Science, University of Bern, 3012 Bern, Switzerland.
| | - Mirko Schmidt
- Institute of Sport Science, University of Bern, 3012 Bern, Switzerland.
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Amorim MGS, de Oliveira MD, Soares DS, da Silva Borges L, Dermargos A, Hatanaka E. Effects of exergaming on cardiovascular risk factors and adipokine levels in women. J Physiol Sci 2018; 68:671-678. [PMID: 29189992 PMCID: PMC6096946 DOI: 10.1007/s12576-017-0581-5] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2017] [Accepted: 11/21/2017] [Indexed: 11/25/2022]
Abstract
The aim of this study was to examine the effects of exergaming on the cardiovascular risk factors and adipokine levels of women engaged in the music video game Just Dance using the Xbox 360 Kinect console. Triglycerides, total cholesterol, HDL, LDL, FFA, CRP, TNF-α, Il-1β, IL-6, leptin, and resistin were measured in sedentary women before and 1 month after the practice of exergaming. We also evaluated anthropometric parameters. Our results indicate that total serum cholesterol, triglycerides, and LDL were reduced by 64, 29, and 12%, respectively. HDL levels were not altered in the conditions of this study. A significant decrease was also found in the concentrations of TNF-α (57%), CRP (84.7%), resistin (68.4%), leptin (35%), FFA (90%), body mass index (10.5%), fat percentage (10.9%), weight (5.6%), abdominal circumference (2.3%), hip circumference (2.5%), and waist circumference (1.9%) after the training period. We concluded that exergaming was successful in reducing body fat, serum adipokine levels, and lipid profiles, thus reducing cardiovascular risks for women.
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Affiliation(s)
- Maria Guadalupe Soares Amorim
- Instituto de Ciências da Atividade Física e Esportes, Universidade Cruzeiro do Sul, Rua Galvão Bueno, 868, 13° Andar, Bloco B, Liberdade, São Paulo, SP, 01506-000, Brazil
| | - Maurício Dias de Oliveira
- Instituto de Ciências da Atividade Física e Esportes, Universidade Cruzeiro do Sul, Rua Galvão Bueno, 868, 13° Andar, Bloco B, Liberdade, São Paulo, SP, 01506-000, Brazil
| | - Daiane Santos Soares
- Instituto de Ciências da Atividade Física e Esportes, Universidade Cruzeiro do Sul, Rua Galvão Bueno, 868, 13° Andar, Bloco B, Liberdade, São Paulo, SP, 01506-000, Brazil
| | - Leandro da Silva Borges
- Instituto de Ciências da Atividade Física e Esportes, Universidade Cruzeiro do Sul, Rua Galvão Bueno, 868, 13° Andar, Bloco B, Liberdade, São Paulo, SP, 01506-000, Brazil
| | - Alexandre Dermargos
- Instituto de Ciências da Atividade Física e Esportes, Universidade Cruzeiro do Sul, Rua Galvão Bueno, 868, 13° Andar, Bloco B, Liberdade, São Paulo, SP, 01506-000, Brazil
- Universidade Paulista (UNIP), São Paulo, SP, Brazil
| | - Elaine Hatanaka
- Instituto de Ciências da Atividade Física e Esportes, Universidade Cruzeiro do Sul, Rua Galvão Bueno, 868, 13° Andar, Bloco B, Liberdade, São Paulo, SP, 01506-000, Brazil.
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15
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Li J, Erdt M, Chen L, Cao Y, Lee SQ, Theng YL. The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis. J Med Internet Res 2018; 20:e10486. [PMID: 29954727 PMCID: PMC6043731 DOI: 10.2196/10486] [Citation(s) in RCA: 65] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/23/2018] [Accepted: 05/01/2018] [Indexed: 12/02/2022] Open
Abstract
Background Recently, many studies have been conducted to investigate the effects of exergames on the social well-being of older adults. Objective The aim of this paper is to synthesize existing studies and provide an overall picture on the social effects of exergames on older adults. Methods A comprehensive literature search with inclusive criteria was conducted in major social science bibliographic databases. The characteristics of exergames, participants, methodology, as well as outcome measurements were extracted from the relevant studies included in the review. The bibliometric and altmetric outreach of the included studies were also investigated. Results A total of 10 studies were included in the review, with 8 studies having used the Nintendo Wii platform. Most of the studies recruited healthy older adults from local communities or senior activity centers. Three groups of social-related outcomes have been identified, including emotion-related, behavior-related, and attitude-related outcomes. A metric analysis has shown that the emotion-related and behavior-related outcomes received high attention from both the academic community and social media platforms. Conclusions Overall, the majority of exergame studies demonstrated promising results for enhanced social well-being, such as reduction of loneliness, increased social connection, and positive attitudes towards others. The paper also provided implications for health care researchers and exergame designers.
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Affiliation(s)
- Jinhui Li
- Centre for Healthy and Sustainable Cities, Nanyang Technological University, Singapore, Singapore
| | - Mojisola Erdt
- Centre for Healthy and Sustainable Cities, Nanyang Technological University, Singapore, Singapore
| | - Luxi Chen
- Centre for Family and Population Research, National University of Singapore, Singapore, Singapore
| | - Yuanyuan Cao
- Centre for Healthy and Sustainable Cities, Nanyang Technological University, Singapore, Singapore
| | - Shan-Qi Lee
- Centre for Healthy and Sustainable Cities, Nanyang Technological University, Singapore, Singapore
| | - Yin-Leng Theng
- Centre for Healthy and Sustainable Cities, Nanyang Technological University, Singapore, Singapore
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16
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Myers ND, Dietz S, Prilleltensky I, Prilleltensky O, McMahon A, Rubenstein CL, Lee S. Efficacy of the Fun For Wellness Online Intervention to Promote Well-Being Actions: A Secondary Data Analysis. Games Health J 2018; 7:225-239. [PMID: 29708773 DOI: 10.1089/g4h.2017.0132] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
OBJECTIVE Fun For Wellness (FFW) is a new online intervention designed to promote growth in well-being by providing capability-enhancing learning opportunities (e.g., play an interactive game) to participants. The purpose of this study was to provide an initial evaluation of the efficacy of the FFW intervention to increase well-being actions. MATERIALS AND METHODS The study design was a secondary data analysis of a large-scale prospective, double-blind, parallel-group randomized controlled trial. Data were collected at baseline and 30 and 60 days postbaseline. A total of 479 adult employees at a major university in the southeast of the United States of America were enrolled. Participants who were randomly assigned to the FFW group were provided with 30 days of 24-hour access to the intervention. A two-class linear regression model with complier average causal effect estimation was fitted to well-being actions scores at 30 and 60 days. RESULTS Intent-to-treat analysis provided evidence that the effect of being assigned to the FFW intervention, without considering actual participation in the FFW intervention, had a null effect on each dimension of well-being actions at 30 and 60 days. Participants who complied with the FFW intervention, however, had significantly higher well-being actions scores, compared to potential compliers in the Usual Care group, in the interpersonal dimension at 60 days, and the physical dimension at 30 days. CONCLUSIONS Results from this secondary data analysis provide some supportive evidence for both the efficacy of and possible revisions to the FFW intervention in regard to promoting well-being actions.
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Affiliation(s)
- Nicholas D Myers
- 1 Department of Kinesiology, Michigan State University , East Lansing, Michigan
| | - Samantha Dietz
- 2 School of Education and Human Development , University of Miami, Coral Gables, Florida
| | - Isaac Prilleltensky
- 2 School of Education and Human Development , University of Miami, Coral Gables, Florida
| | - Ora Prilleltensky
- 2 School of Education and Human Development , University of Miami, Coral Gables, Florida
| | - Adam McMahon
- 2 School of Education and Human Development , University of Miami, Coral Gables, Florida
| | - Carolyn L Rubenstein
- 3 Department of Educational and Psychological Studies, University of Miami , Coral Gables, Florida
| | - Seungmin Lee
- 1 Department of Kinesiology, Michigan State University , East Lansing, Michigan
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17
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Schwarz A, DeSmet A, Cardon G, Chastin S, Costa R, Grilo A, Ferri J, Domenech J, Stragier J. Mobile Exergaming in Adolescents' Everyday Life-Contextual Design of Where, When, with Whom, and How: The SmartLife Case. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:E835. [PMID: 29695069 PMCID: PMC5981874 DOI: 10.3390/ijerph15050835] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 03/28/2018] [Revised: 04/16/2018] [Accepted: 04/20/2018] [Indexed: 11/29/2022]
Abstract
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life.
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Affiliation(s)
- Ayla Schwarz
- Department of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium.
| | - Ann DeSmet
- Department of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium.
- Research Foundation Flanders, 1000 Brussels, Belgium.
| | - Greet Cardon
- Department of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium.
| | - Sebastien Chastin
- Department of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium.
- School of Health and Life Science, Glasgow Caledonian University, Glasgow G4 0BA, UK.
| | - Ruben Costa
- Centre of Technology and Systems, UNINOVA, 2829-516 Caparica, Portugal.
| | - António Grilo
- Faculdade de Ciências e Tecnologia da UNL, UNIDEMI, 2829-516 Caparica, Portugal.
| | - Josue Ferri
- Asociación de Investigación de la Industria Textil, AITEX, 03801 Alcoy, Spain.
| | - Jorge Domenech
- Asociación de Investigación de la Industria Textil, AITEX, 03801 Alcoy, Spain.
| | - Jeroen Stragier
- Department of Movement and Sports Sciences, Ghent University, 9000 Ghent, Belgium.
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium.
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18
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Schneider KL, Carter JS, Putnam C, Keeney J, DeCator DD, Kern D, Aylward L. Correlates of Active Videogame Use in Children. Games Health J 2018; 7:100-106. [DOI: 10.1089/g4h.2017.0070] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Kristin L. Schneider
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | | | - Cynthia Putnam
- College of Computing and Digital Media, DePaul University, Chicago, Illinois
| | - Jacey Keeney
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | | | - Daniel Kern
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
| | - Laura Aylward
- Department of Psychology, Rosalind Franklin University of Medicine & Science, North Chicago, Illinois
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19
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Thompson D, Cantu D, Rajendran M, Rajendran M, Bhargava T, Zhang Y, Chen C, Liu Y, Deng Z. Development of A Teen-Focused Exergame. Games Health J 2016; 5:342-356. [PMID: 27680385 DOI: 10.1089/g4h.2016.0035] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
INTRODUCTION Exergames require body movement to play and may be an effective method for enhancing teen physical activity (PA). However, results have been mixed. Innovative methods are needed to develop Exergames that increase and maintain PA. Self-representational avatars, or avatars created from a digital image of an individual, may increase PA (e.g., intensity, duration) during Exergame play. This article addresses this novel idea by describing the development of an Exergame played with a self-representational avatar. MATERIALS AND METHODS Twelve- to 14-year-olds, stratified by gender, body mass index, and PA, were invited to participate in two rounds of data collection. Each round consisted of an online survey, followed by a telephone interview to ensure comprehension of survey responses. After the first round, an Exergame prototype and the system for creating the self-representational avatar were created. A second round of data was collected to obtain information with which to create a fully functional Exergame and the avatar creation system. RESULTS Forty-eight teens were recruited. The sample was multi-ethnic (41.7% White, 37.5% Black, 18.8% Hispanic, 2.1% Mixed/Other). Complete data were obtained on 48 teens in the first round of data collection and on 43 teens in the second round. Teens provided important information regarding preferences and expectations. Gender similarities and differences were observed. CONCLUSION This research contributes to the body of knowledge regarding how to design an appealing Exergame for teens navigated by a self-representational avatar.
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Affiliation(s)
- Debbe Thompson
- 1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas
| | - Dora Cantu
- 1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas
| | - Madhur Rajendran
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Mayur Rajendran
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Tanay Bhargava
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Yuting Zhang
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Cheng Chen
- 2 Department of Computer Science, University of Houston , Houston, Texas
| | - Yan Liu
- 1 Department of Pediatrics, USDA/ARS Children's Nutrition Research Center , Baylor College of Medicine, Houston, Texas
| | - Zhigang Deng
- 2 Department of Computer Science, University of Houston , Houston, Texas
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20
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Li J, Theng YL, Foo S. Effect of Exergames on Depression: A Systematic Review and Meta-Analysis. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 19:34-42. [DOI: 10.1089/cyber.2015.0366] [Citation(s) in RCA: 80] [Impact Index Per Article: 8.9] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/06/2023]
Affiliation(s)
- Jinhui Li
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
| | - Yin-Leng Theng
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
| | - Schubert Foo
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
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21
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Affiliation(s)
- Tom Baranowski
- From the USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, TX.
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22
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Abstract
An increasing number of companies use social media such as micro blogs to promote celebrities in Internet communities. Companies may run their official micro blogs differently, which in turn leads to different public engagements on micro blogging sites. This study takes a perspective on the adoption behaviours of micro blogs in enterprises by looking at the relationship between media frame and audience frame based on the China Fortune 500 firms in 2014. The results show that the updates, active days and followings are associated with public engagement with the corporate official micro blogs. In particular, we found information overload from information updates. The marginal utility of the public engagement decreases as number of updates increases. The results also show that the daily variance of updates has a significant influence on the audience frame.
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Affiliation(s)
- Jiuchang Wei
- School of Management, University of Science and Technology of China, People’s Republic of China
| | - Jia Xu
- School of Management, University of Science and Technology of China, People’s Republic of China
| | - Dingtao Zhao
- School of Management, University of Science and Technology of China, People’s Republic of China
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23
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Baranowski T. Games for Increasing Physical Activity: Mechanisms for Change. Games Health J 2015; 4:1-2. [DOI: 10.1089/g4h.2014.0128] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Affiliation(s)
- Tom Baranowski
- Pediatrics (Behavioral Nutrition & Physical Activity), USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, Texas
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Marker AM, Staiano AE. Better Together: Outcomes of Cooperation Versus Competition in Social Exergaming. Games Health J 2015; 4:25-30. [PMID: 26181677 PMCID: PMC4532894 DOI: 10.1089/g4h.2014.0066] [Citation(s) in RCA: 68] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Children and adolescents most often play active videogames, or exergames, in a social environment. Social play may enhance the potential benefits of an exergaming experience, much like group exercise and team sports are observed to improve physical activity-related outcomes above those of solitary exercise. Two ubiquitous elements of exergames are cooperation and competition. Previous literature suggests that cooperative and competitive aspects of exergames may affect physiological and psychosocial changes. Competitive play has been found to increase energy expenditure and aggression in short bouts of exergaming. Cooperative exergaming has been found to increase motivation, promote continued play, enhance self-efficacy, and increase pro-social behaviors. In one study, a cooperative exergaming condition also resulted in significant weight loss for overweight and obese adolescents. Individual player differences such as individual preferences, competitiveness, weight status, age, gender, and ethnicity may moderate effects. Although the current volume of literature on competition and cooperation in exergaming is small, social exergames hold promise as an engaging alternative to traditional physical activity interventions and may promote a broad range of positive outcomes for children and adolescents. Principles of cooperation and competition are applicable for developers of health-promoting games. Future research is needed to further understand the mechanisms of how competition and cooperation in social exergaming impact physiological and psychosocial outcomes.
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Affiliation(s)
- Arwen M Marker
- Pennington Biomedical Research Center, Louisiana State University , Baton Rouge, Louisiana
| | - Amanda E Staiano
- Pennington Biomedical Research Center, Louisiana State University , Baton Rouge, Louisiana
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25
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Affiliation(s)
- Debbe Thompson
- Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
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26
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Maloney AE, Mellecker R, Buday R, Gao Z, Hinkley T, Esparza L, Alexander S. Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames. Games Health J 2014; 4:53-7. [PMID: 26181681 DOI: 10.1089/g4h.2014.0081] [Citation(s) in RCA: 8] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.
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Affiliation(s)
- Ann E Maloney
- 1 Departments of Psychiatry and Pediatrics, University of Massachusetts School of Medicine , Worcester, Massachusetts
| | - Robin Mellecker
- 2 Institute of Human Performance, University of Hong Kong , Hong Kong Special Administrative Region, China
| | | | - Zan Gao
- 4 School of Kinesiology, University of Minnesota , Minneapolis, Minnesota
| | - Trina Hinkley
- 5 Centre for Physical Activity and Nutrition Research, Deakin University , Melbourne, Australia
| | - Laura Esparza
- 6 Department of Epidemiology and Biostatistics, University of Texas Health Science Center at San Antonio , San Antonio, Texas
| | - Shirley Alexander
- 7 Weight Management Services at Children's Hospital at Westmead , Sydney, Australia
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27
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McKenzie S, Bangay S, Barnett LM, Ridgers ND, Salmon J. Design Elements and Feasibility of an Organized Multiplayer Mobile Active Videogame for Primary School-Aged Children. Games Health J 2014; 3:379-87. [DOI: 10.1089/g4h.2013.0097] [Citation(s) in RCA: 10] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Affiliation(s)
- Sophie McKenzie
- School of Information Technology, Deakin University, Melbourne, Victoria, Australia
| | - Shaun Bangay
- School of Information Technology, Deakin University, Melbourne, Victoria, Australia
| | - Lisa M. Barnett
- School of Health and Social Development, Deakin University, Melbourne, Victoria, Australia
| | - Nicola D. Ridgers
- Centre for Physical Activity and Nutrition Research, Deakin University, Melbourne, Victoria, Australia
| | - Jo Salmon
- Centre for Physical Activity and Nutrition Research, Deakin University, Melbourne, Victoria, Australia
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28
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Abstract
Almost 60 percent of Americans play videogames, which is a significant opportunity for health professionals to reach mass audiences. But although legions of fans spend countless hours playing entertainment games, player interest in health videogames quickly wanes. A good question to ask is, "Why?" A game developer with 20 years of experience offers his perspective on what may be limiting health games' appeal and what can be done about it.
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