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The end of active video games and the consequences for rehabilitation
Physiotherapy Research International, 2018info:eu-repo/semantics ...
Bruno Bonnechère +4 more
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Active Video Gaming to Improve Balance in the Elderly
2011The combination of active video gaming and exercise (exergaming) is suggested to improve elderly people's balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy, due to the enjoyable and challenging nature, which could support long-term adherence for exercising balance.
Lamoth, C.J., Caljouw, S.R., Postema, K.
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Active video games in schools to enhance children's physical activity
2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), 2013Introduction: Despite all the efforts to promote physical activity, there is a decline of its level from childhood to adolescence. To create attractive physical activity programs it is important to consider a new generation of video games: the active video games.
Joao do Carmo +4 more
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Active Video Games and Physical Activity in overweight children and adolescents
2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), 2013Introduction: A new generation of videogames, also called Active Video Games (AVG), may contribute to increase youth Physical Activity (PA) levels. This systematic review aims to provide a synthesis of the current knowledge regarding physical activity promotion in overweight children and adolescents through AVG play.
Joao do Carmo +3 more
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The Impact of Background Music on an Active Video Game
2018Video games are the most accepted form of entertainment. However, there are games not designed primarily for entertainment purposes and these are called serious games. In particular, developers have created video games that promote exercise and healthy lifestyles, called Active Video Games or “exergames”.
Aikaterini Ganiti +2 more
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Design of a Recommender System for Video Games based on In-Game Player Profiling and Activities
CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter, 2021The use of recommender systems has a large diffusion in the e-commerce and entertainment services. These systems try to suggest to the users a personalized set of other items or products, likely to be of interest and compatible to their preferences.
Lorenzo De Simone +3 more
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Near-Realistic Motion Video Games with Enforced Activity
2012 Ninth International Conference on Wearable and Implantable Body Sensor Networks, 2012Human activity monitoring, through the use of body-wearable sensors, allows for many exciting possibilities, from gaming, to exercise, to preventative health care, where childhood obesity is a growing epidemic. The rapidly increasing nature of this trend requires serious thought at targeting its causes and finding solutions.
Bobak Mortazavi +5 more
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Energy expended by boys playing active video games
Journal of Science and Medicine in Sport, 2011The purpose of this study was to: (1) determine energy expenditure (EE) during a range of active video games (AVGs) and (2) determine whether EE during AVGs is influenced by gaming experience or fitness. Twenty-six boys (11.4±0.8 years) participated and performed a range of sedentary activities (resting, watching television and sedentary gaming ...
Kate, White +2 more
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Active Video Games: Impacts and Research
2013Abstract Exergames, or games that encourage physical activity, have several documented benefits for users, including increase of daily physical activity, and the potential for game players to reach moderate and even vigorous levels of activity. In addition to physiological impacts, exergames can affect social and psychosocial attributes,
Barbara Chamberlin, Ann Maloney
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Games and Culture, 2023
In the past 2 decades, reflections on video games’ ideological and political aspects—and their overarching media ecosystems—have grown. Despite this, few contributions focus on environmental issues, mainly empirically-oriented studies or ecocritical contributions vis-à-vis shared models and systematizations. Starting from the “To The Last Tree Standing”
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In the past 2 decades, reflections on video games’ ideological and political aspects—and their overarching media ecosystems—have grown. Despite this, few contributions focus on environmental issues, mainly empirically-oriented studies or ecocritical contributions vis-à-vis shared models and systematizations. Starting from the “To The Last Tree Standing”
openaire +1 more source

