scholarly journals Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game

Author(s):  
James J. Lin ◽  
Lena Mamykina ◽  
Silvia Lindtner ◽  
Gregory Delajoux ◽  
Henry B. Strub
Author(s):  
Andy Miah

This chapter focuses on how the amateur athletic experience is being modified by digital technology and how should inform a re-evaluation of computer culture. It shows how digital gaming is becoming an integral part of the amateur sporting experience and discusses why the embodied intelligence of virtual gaming can provide a further mechanism through which to teach sports and to promote new forms of socialization. The chapter also considers the importance of ‘serious games,’ which have emerged as alternative forms of sports activity. These examples support the claim that gaming technology is becoming more sport-like, thus challenging the assumption that computer game playing necessarily leads to a more sedentary lifestyle. The rise of the e-sports gaming industry is indicative of this change, but so to is the growth of more informal digitally enabled communities of physical activity, as takes place in a range of mobile fitness experiences. This chapter also sets up the argument for framing the book through the idea of “Sport 2.0”, denoting an emerging sports community that is beginning to occupy the place of traditional sports and which has the potential to overtake it in numerous ways.


Author(s):  
Santiago A. Pérez ◽  
Ana M. Díaz ◽  
Diego M. López

Serious games are video games that are intended to support learning while entertaining. They are considered valuable tools to improve user-specific skills or facilitate educational or therapeutic processes, especially in children. One of the disadvantages of computer games, in general, is their promotion of sedentary habits, considered as a significant risk factor for developing diseases such as obesity and hypertension. Exergames are serious games created to overcome the disadvantages of traditional computer games by promoting physical activity while playing. This study describes the development and evaluation of an adaptive component to monitor physical activity in children while using an exergame. The system is based on wearable technology to measure heart rate and perform real-time customizations in the exergame. To evaluate the adaptive component, an experiment was conducted with 30 children between 5 and 7 years of age, where the adaptive system was contrasted with a conventional interactive system (an exergame without adaptive component). It was demonstrated that the computer game, using the adaptive component, was able to change in real-time some of its functionalities based on the user characteristics. Increased levels of heart rate and caloric expenditure were significant in some of the game scenarios using the adaptive component. Although a formal user experience evaluation was not performed, excellent game playability and adherence by users were observed.


2018 ◽  
Vol 30 (2) ◽  
pp. 259-265 ◽  
Author(s):  
Molly P. O’Sullivan ◽  
Matthew R. Nagy ◽  
Shannon S. Block ◽  
Trevor R. Tooley ◽  
Leah E. Robinson ◽  
...  

Purpose: The purpose of this study was to compare the effects of intermittent activity performed at varying intensities and of prolonged sitting on physical activity compensation. Methods: A total of 33 children (14 boys and 19 girls; age 7–11 y; 24% overweight/obese; 61% nonwhite) completed 4 experimental conditions in random order: 8 hours of sitting interrupted with 20 two-minute low-, moderate-, or high-intensity activity breaks or 20 two-minute sedentary computer game breaks. Physical activity energy expenditure (PAEE) was assessed via accelerometry to establish baseline PAEE and throughout each condition day (8-h in-lab PAEE, out-of-lab PAEE, and 3-d postcondition). Results: Compared with baseline PAEE, total daily PAEE was significantly higher during the high-intensity condition day (153 ± 43 kcal, P = .03), unchanged during the low-intensity (−40 ± 23 kcal, P > .05) and moderate-intensity condition days (−11 ± 18 kcal, P > .05), and decreased in response to prolonged sitting (−79 ± 22 kcal, P = .03). There were no significant differences in PAEE 3-day postcondition across conditions (P > .05). Conclusion: Despite the varying levels of PAEE accumulated during the 8-hour laboratory conditions, out-of-lab PAEE during each condition day and 3-day postcondition did not change from the baseline. These findings provide preliminary evidence that spontaneous physical activity in children does not change in response to intermittent activity or prolonged sitting.


JAMA ◽  
1966 ◽  
Vol 197 (11) ◽  
pp. 891-893 ◽  
Author(s):  
L. P. Novak

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