Results 1 to 10 of about 24,775 (153)

The Active Video Game Paradox [PDF]

open access: yesInternational Journal of Serious Games, 2020
Evidence shows inactivity and obesity are a substantial global burden, economically and physiologically. Sedentary screen time strongly contributes to this burden. Sedentary screen time is often achieved through video game play. Active video games (AVGs)
Sam Kirk, Andrew Manley
doaj   +3 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   +2 more sources

Estimated Energy Expenditure in Youth While Playing Active Video Games: A Systematic Review [PDF]

open access: yesSports
Sedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games ...
Cíntia França   +7 more
doaj   +2 more sources

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 [PDF]

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   +2 more sources

Are active video games useful in the development of gross motor skills among non-typically developing children? A meta-analysis [PDF]

open access: yesBMC Sports Science, Medicine and Rehabilitation, 2022
Background Proficiency in gross motor skills (GMS) lays the foundation for developing more complex motor skills. Improving these motor skills may provide enhanced opportunities for the development of a variety of perceptual, social, and cognitive skills.
Sen Li   +3 more
doaj   +2 more sources

Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic [PDF]

open access: yesFrontiers in Neurology, 2020
Current guidelines against spread of coronavirus (COVID-19) interrupt non-essential rehabilitation services. Thus, individuals with physical disabilities such as children with cerebral palsy can no longer benefit from physical rehabilitation during this ...
Marika Demers   +5 more
doaj   +2 more sources

Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents. [PDF]

open access: yesPLoS ONE, 2015
The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming ...
Monique Simons   +5 more
doaj   +11 more sources

Getting Active with Active Video Games: A Quasi-Experimental Study. [PDF]

open access: yesInt J Environ Res Public Health, 2020
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors ...
Liang Y, Lau PWC, Jiang Y, Maddison R.
europepmc   +4 more sources

Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them? [PDF]

open access: yesCJC Open, 2020
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.
Kambiz Norozi, MD, PhD   +4 more
doaj   +2 more sources

Effectiveness of active video games for promoting physical activity: an umbrella review. [PDF]

open access: yesFront Sports Act Living
Introduction Active video games (AVG) have emerged as a potential strategy to combat global physical inactivity, transforming sedentary screen time into physical activity.
Vera-Ponce VJ   +3 more
europepmc   +3 more sources

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