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The end of active video games and the consequences for rehabilitation

Physiotherapy Research International, 2018
info:eu-repo/semantics ...
Bruno Bonnechère   +4 more
openaire   +3 more sources

Active Video Gaming to Improve Balance in the Elderly

2011
The 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.
openaire   +3 more sources

Active video games in schools to enhance children's physical activity

2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), 2013
Introduction: 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
openaire   +1 more source

Active Video Games and Physical Activity in overweight children and adolescents

2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), 2013
Introduction: 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
openaire   +2 more sources

The Impact of Background Music on an Active Video Game

2018
Video 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
openaire   +2 more sources

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, 2021
The 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
openaire   +1 more source

Near-Realistic Motion Video Games with Enforced Activity

2012 Ninth International Conference on Wearable and Implantable Body Sensor Networks, 2012
Human 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
openaire   +2 more sources

Energy expended by boys playing active video games

Journal of Science and Medicine in Sport, 2011
The 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
openaire   +2 more sources

Active Video Games: Impacts and Research

2013
Abstract 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
openaire   +1 more source

Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games

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”
openaire   +1 more source

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