Physical Activity Recommendations Can Be Met Using A Physically Interactive Video Game Among College Students

2005 ◽  
Vol 37 (Supplement) ◽  
pp. S248 ◽  
Author(s):  
Tia Lillie ◽  
Katie Sell ◽  
Julie Taylor ◽  
Jamie Vener ◽  
Lynda Ransdell ◽  
...  
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 18 ◽  
pp. 100890
Author(s):  
Oliver W.A. Wilson ◽  
Lucas D. Elliott ◽  
Michele Duffey ◽  
Zack Papalia ◽  
Melissa Bopp

2018 ◽  
Vol 10 (9) ◽  
pp. 3023 ◽  
Author(s):  
Melissa Bartshe ◽  
Courtney Coughenour ◽  
Jennifer Pharr

College students are an understudied, vulnerable population, whose inactivity rates exceed those reported by U.S. adults. Walkability in sprawling cities, such as Las Vegas, is challenged due to automobile-oriented development. The purpose of this study was to assess the relationship between perceived neighborhood walkability, social capital, and meeting physical activity recommendations among University of Nevada-Las Vegas college students. Of the 410 participants, 42.2% met physical activity recommendations, 77.1% were female, 37.3% were white, and 79.5% owned a vehicle. Logistic regression showed that social capital (odds ratio (OR) = 1.25, p = 0.04) and gender (OR = 0.49, p <0.01) were the only positive indicators of physical activity; no perceived walkability subscales were significant. Findings confirm that social factors remain an important health determinant and that females continue to be less active than males. The authors speculate that sprawl characteristics may impact perceived walkability and act as a deterrent, or that it is the social norm to commute and complete errands by vehicle. It may also be that the survey tool used was unable to account for confounding variables associated with sprawl. Supporting social capital may be one approach to increase physical activity. Fostering walkability makes urban environments more livable, sustainable, healthy, and equitable; thus, further research into the relationship between walkability and physical activity in college students is needed.


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