Results 11 to 20 of about 25,469 (289)

Dutch children and parents' views on active and non-active video gaming [PDF]

open access: yesHealth Promotion International, 2012
Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active ...
de Vet, E., Wesselman, M., Simons, M.
core   +6 more sources

Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis. [PDF]

open access: yesPLoS ONE, 2018
BackgroundDue to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video ...
Fernando L Vázquez   +5 more
doaj   +2 more sources

Active Learning with the CyberCIEGE Video Game [PDF]

open access: yes, 2011
Hands-on exercises promote active learning where student experience reinforces material presented in lectures or reading assignments [1]. Drawing the student into a meaningful context where student decisions have clear consequences strengthens the learning experience and thus improves the potential for internalization of knowledge. The CyberCIEGE video
Thompson, Michael, Irvine, Cynthia
openaire   +5 more sources

Leveraging Grammarware for Active Video Game Development

open access: yesApplied Sciences
This paper presents a grammarware-based approach to developing active video games (AVGs) for sensor-driven training systems. The GCGame domain-specific language (DSL) is introduced to define game logic, sensor interactions, and timing behavior formally ...
Matej Črepinšek   +4 more
doaj   +3 more sources

Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial. [PDF]

open access: yesPLoS ONE, 2015
The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma.A randomized, controlled, single ...
Evelim L F D Gomes   +7 more
doaj   +2 more sources

Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

open access: yesJMIR Serious Games, 2014
BackgroundPlaying video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior.
Simons, Monique   +5 more
doaj   +2 more sources

Effectiveness of active video games in overweight and obese adolescents: a systematic review and meta-analysis of randomized controlled trials [PDF]

open access: yesAnnals of Pediatric Endocrinology & Metabolism, 2022
Purpose The purpose of this review was to assess the effect of active video games among overweight and obese adolescents. Methods A systematic review and meta-analysis were conducted using records from the English-language electronic databases MEDLINE ...
Zübeyde Ezgi Erçelik, Seda Çağlar
doaj   +1 more source

Development of a Kinect Software Tool to Classify Movements during Active Video Gaming. [PDF]

open access: yesPLoS ONE, 2016
While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to ...
Michael Rosenberg   +6 more
doaj   +1 more source

Développer un jeu vidéo comme outil de sensibilisation et de recherche basé sur les dynamiques épidémiologiques du SRAS-CoV-2 et des perspectives motivationnelles [PDF]

open access: yes, 2023
peer reviewedIn mid-2020, the University of Liège (ULiège, Belgium) commissioned the ULiège Video Game Research Laboratory (Liège Game Lab) and the AR/VR Lab of the HEC-Management School of ULiège, to create a serious game to raise awareness of ...
Bureau, Fabrice   +19 more
core   +1 more source

Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke

open access: yesJournal of NeuroEngineering and Rehabilitation, 2021
Background Active video games have been embraced for the rehabilitation of mobility and promotion of physical activity for persons post-stroke. This study seeks to compare carefully matched standard of care stepping activities, off-the-shelf (non-custom) 
Judith E. Deutsch   +3 more
doaj   +1 more source

Home - About - Disclaimer - Privacy