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Active Video Games

2012
Concerns over rising obesity rates and increased sedentary lifestyles are fueling interest in ways to increase physical activity, including video games. Videogames that encourage physical activity, called active video games or exergames, have the potential to increase daily physical activity and provide recommended vigorous activity.
Barbara Chamberlin   +3 more
openaire   +1 more source

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 game head movement inputs

Personal and Ubiquitous Computing, 2013
Virtual reality has been extensively studied for applications in rehabilitation. With the development of active video games, these commercial products can also be considered for inclusion in a patient's rehabilitation program. In this study, the Sony EyeToy ® and PlayStation 2 ® were used with the AntiGrav™ game to evaluate the user's head movement ...
Kristiina M. Valter McConville   +1 more
openaire   +1 more source

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 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   +1 more source

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

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

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   +1 more source

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

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   +1 more source

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