Parents and children's perceptions of whether active video games can help children's fundamental movement skills

2012 ◽  
Vol 15 ◽  
pp. S59
Author(s):  
N. Ridgers ◽  
L. Barnett ◽  
L. Hanna ◽  
J. Salmon
2014 ◽  
Vol 2 (3) ◽  
pp. 55-62 ◽  
Author(s):  
Ashleigh Thornton ◽  
Brendan Lay ◽  
Michael Rosenberg ◽  
Joanna Granich ◽  
Rebecca Braham

This study sought to explore the type of fundamental movement skills (FMS) performed during Active Video Game (AVG) play, as well as the frequency with which these FMS are performed. In addition, this study aimed to determine the relationship between FMS performance and energy expenditure during 15 min of AVG play across two Microsoft Xbox Kinect AVGs. Fundamental movement skills were observed via video by two raters and energy expenditure derived using Actiheart monitors in children aged 10–15 years. Six different FMS were observed during AVG play with differences in the number of FMS performed between the two AVGs. The overall energy expended (Joules/kg/minute), however, was similar between the AVGs, suggesting the frequency of FMS did not influence overall energy expended during play. The movements observed during AVG play that possibly accounted for the energy expenditure, were not of a quality that could be classified as FMS. This research demonstrates that children playing these two games have the opportunity to repeatedly perform mostly two FMS, namely jumping and dodging. The goal of the AVGs, however, could be achieved with generalized movements that did not always meet the criteria to be classified as a FMS.


2010 ◽  
Vol 14 (2) ◽  
pp. 189-199 ◽  
Author(s):  
Robyn Dixon ◽  
Ralph Maddison ◽  
Cliona Ni Mhurchu ◽  
Andrew Jull ◽  
Patricia Meagher-Lundberg ◽  
...  

2015 ◽  
Vol 121 (3) ◽  
pp. 767-790 ◽  
Author(s):  
Ryan M. Hulteen ◽  
Nicola D. Ridgers ◽  
Tara M. Johnson ◽  
Robin R. Mellecker ◽  
Lisa M. Barnett

2015 ◽  
Vol 2 ◽  
pp. 673-678 ◽  
Author(s):  
Lisa M. Barnett ◽  
Nicola D. Ridgers ◽  
John Reynolds ◽  
Lisa Hanna ◽  
Jo Salmon

Author(s):  
Isis Kelly dos Santos ◽  
Rafaela Catherine da Silva Cunha de Medeiros ◽  
Jason Azevedo de Medeiros ◽  
Paulo Francisco de Almeida-Neto ◽  
Dianne Cristina Souza de Sena ◽  
...  

The aim of this study was to synthesize the evidence on the effects of active video games (AVGs) on mental health, physical fitness and body composition of children and adolescents. A search was conducted in the following databases: PubMed; MEDLINE (by Ovid); SportDiscus, Cochrane library systematic reviews (CENTRAL) and EMBASE with no language restrictions during October 2020. Reviews on the use of AVGs were included in the study. We use the AMSTAR (A MeaSurement Tool to Assess systematic Reviews) scale to analyze the methodological quality of the studies. Seventeen systematic reviews and meta-analyzes were included on the effects of AVGs with 30 to 4728 children and adolescents of both sexes with ages ranging from 6 to 19 years. In five studies, the population was overweight or obese. Regarding the quality, 12 studies were of moderate quality, two had high quality, two had low quality and one showed very low quality. The analyzed data indicate that the use of AVGs with a frequency of 1 to 3 times a week with durations of between 10 and 90 min per day shows positive effects on mental health and physical functioning. There was moderate quality evidence that AVGs can result in benefits for self-esteem, increased energy expenditure, physical activity and reduced body mass index in children and adolescents who used AVGs in the home environment. Further research is needed on this tool to help in the process of social isolation and consequently in promoting health and well-being.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1266
Author(s):  
Carina S. González-González ◽  
Nazaret Gómez del Río ◽  
Pedro A. Toledo-Delgado ◽  
Francisco José García-Peñalvo

Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children.


2015 ◽  
Vol 69 (11) ◽  
pp. 1267-1271 ◽  
Author(s):  
J P Chaput ◽  
C Schwartz ◽  
Y Boirie ◽  
M Duclos ◽  
A Tremblay ◽  
...  

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