Using Interactive Video Games to Enhance Physical Activity Among Children

Author(s):  
Jennifer L. Rudella ◽  
Jennifer V. Butz
2018 ◽  
Vol 36 (1) ◽  
pp. 31-41 ◽  
Author(s):  
Barbara A Gasperetti ◽  
John T Foley ◽  
Stephen Yang ◽  
Luis Columna ◽  
Lauren J Lieberman

There is a current trend toward using innovative interventions, such as active video gaming to increase physical activity levels among youth with visual impairments. Therefore, the purpose of this study was to compare three video games (Dance, Dance, Revolution [DDR]; EyeToy Kinetic; and Wii Boxing) in allowing youth with visual impairments to achieve time (seconds spent during a 10-min bout) in moderate-to-vigorous physical activity (MVPA). Participants with complete data were youth ( N = 5) with visual impairments aged 10–16 years who played three games for 10-min bouts. Heart rate monitors measured physical activity intensity. A Friedman’s analysis of variance (ANOVA) was used to determine differences between the three interactive video games. Most players were able to achieve time in MVPA in all three games and there was a significant difference in time spent in MVPA, χ2(2) = 7.4, p = .024, with the most time in MVPA from playing EyeToy Kinetic. This study demonstrated that EyeToy Kinetic, Wii Boxing, and DDR are capable of helping youth with visual impairments accrue time in MVPA.


2019 ◽  
Vol 94 (3) ◽  
pp. 198-204
Author(s):  
Aleksandra Kowaluk ◽  
Marek Woźniewski

Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 402-402
Author(s):  
Breanna Crane ◽  
Brittany Drazich ◽  
Kyle Moored ◽  
Michelle Carlson

Abstract Cognitive and physical activity are important to maintaining daily functioning in older adults. While bidirectional associations between cognitive and physical activity magnify with increasing age, elucidating shared benefits has been difficult as few interventions explicitly train on cognition and mobility simultaneously. We conducted focus groups among 14 older adults residing in an independent-living center who participated in an interactive video game study called Bandit the Dolphin, where participants simultaneously incorporated cognitive exercise and physical activity while navigating within a complex spatial environment to help Bandit jump, eat fish, and stun sharks. Using ‘sneaky exercise’ tactics, participants utilized upper extremities in conjunction with slight lower extremity movement to move Bandit within a 3-D oceanic environment. We conducted 3 semi-structured focus groups and analyzed the data using the “Sort and Sift, Think and Shift” method to assess general likes and dislikes as well as the primary motivators, barriers, and reasons for remaining in the study. Participants enjoyed the immersive nature, challenge, and “fun factor” of the game. Primary motivators for joining were generativity/helping others, self-improvement, from peer referrals, and because the study looked interesting. Key barriers reported in the study were exhaustion from standing, learning how to play in 3-D space, and frustration from lack of level advancement. Reasons for retention were due to the game being fun, a sense of duty, and fulfilling commitments. This information will guide ongoing research efforts to design interactive video game interventions that are enjoyable for older adults and maintain high retention rates.


2020 ◽  
Vol 13 (26) ◽  
pp. 64
Author(s):  
Bernardino Javier Sánchez-Alcaraz Martinez ◽  
Alba Sánchez-Díaz ◽  
Manuel Alfonso-Asencio ◽  
Javier Courel-Ibáñez ◽  
Alejandro Sánchez-Pay

Una de las causas atribuibles a la reducción de los niveles de práctica de actividad física en jóvenes es el aumento del uso de los videojuegos. El objetivo de este estudio fue conocer el nivel de práctica de actividad física y su relación con el uso de videojuegos y el rendimiento académico en estudiantes universitarios. Ochenta y siete estudiantes (edad = 20 ± 6 años, 42 hombres y 45 mujeres) pertenecientes al Grado en Ciencias de la Actividad Física y del Deporte y al Grado de Educación Primaria participaron en el estudio. La recogida de datos serealizó medianteloscuestionariosPhysician-based Assessment and Counseling for Exercise yel Cuestionariode Experiencia Relacionada conlos Videojuegos. El rendimiento académico se analizó mediante la nota media de los estudiantes. Los resultados mostraron una relación positiva entre el nivel de actividad física y el rendimiento académico (a mayor actividad física, mayor nota media), al igual que entre el nivel de actividad física y el uso de videojuegos (a mayor nivel de actividad física, mayor uso de videojuegos).AbstractOne of the causes attributable to the reduction of physical activity practice levels in young people is the increase in the use of video games. The aim of this study was to know the relationship between the practice of physical activity, the use of video games and academic performance in university students. Eighty-one students (age = 20 ± 6 years, 42 men and 45 women) belonging to the Degree in Physical Activity and Sports Sciences and the Primary Education Degree participated in the study. Data collection was carried out using the Physician-based Assessment and Counseling for Exercise questionnaires and theVideogamesRelated Experience Questionnaire. Academic performance wasanalysedusing the students' average grade. The results showed a positive relationship between the level of physical activity and academic performance (higher physical activity, higher average grade), as well as between the level of physical activity and the use of video games (higher physical activity level, higher use of video games).


2010 ◽  
Vol 22 (1) ◽  
pp. 7-20 ◽  
Author(s):  
Louise Foley ◽  
Ralph Maddison

There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerised searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.


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