The Effects Of Active Video Games And SPARK PE On Children’s In-school Physical Activity

2019 ◽  
Vol 51 (Supplement) ◽  
pp. 513
Author(s):  
Han Chen ◽  
Haichun Sun ◽  
Jiling Liu ◽  
Peng Zhang
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.


2013 ◽  
Vol 167 (7) ◽  
pp. 678
Author(s):  
Stephen R. Smallwood ◽  
Michael M. Morris ◽  
Stephen J. Fallows ◽  
John P. Buckley

2020 ◽  
Vol 28 (5) ◽  
pp. 731-739
Author(s):  
Eric J. Evans ◽  
Keith E. Naugle ◽  
Tyler Owen ◽  
Kelly M. Naugle

Whether active gaming is an appropriate method to facilitate moderate-intensity physical activity in older adults remains unclear. The purpose of this study was to evaluate the intensity of physical activity and enjoyment while playing three active video games in older adults compared with younger adults. Ten younger and 10 older adults played three active games on separate days. Participants played two 15-min periods per game: one period at a self-selected intensity and one period with structured instructions to maximize the movement. Physical activity intensity and enjoyment were measured during gameplay. The results indicated that older adults played games at significantly higher intensities (5.3 + 1.8 vs. 3.6 + 1.8 metabolic equivalents), spent less time in whole-body sedentary activity, and rated games more enjoyable compared with younger adults. With physical activity intensity being consistent with moderate-to-vigorous intensity for older adults during gameplay, the results suggest that active video games could be used as a cardiovascular tool for older adults.


2013 ◽  
Vol 29 (2) ◽  
pp. 17-17
Author(s):  
G. H. Haischer-Rollo

2016 ◽  
Vol 13 (9) ◽  
pp. 964-969 ◽  
Author(s):  
Erin K. Howie ◽  
Joanne A. McVeigh ◽  
Leon M. Straker

Background:There are several practical issues when considering the use of hip-worn or wrist-worn accelerometers. This study compared compliance and outcomes between hip- and wrist-worn accelerometers worn simultaneously by children during an active video games intervention.Methods:As part of a larger randomized crossover trial, participants (n = 73, age 10 to 12 years) wore 2 Actical accelerometers simultaneously during waking hours for 7 days, on the hip and wrist. Measurements were repeated at 4 timepoints: 1) at baseline, 2) during traditional video games condition, 3) during active video games condition, 4) during no video games condition. Compliance and intervention effects were compared between hip and wrist.Results:There were no statistically significant differences at any timepoint in percentage compliance between hip (77% to 87%) and wrist (79% to 89%). Wrist-measured counts (difference of 64.3 counts per minute, 95% CI 4.4–124.3) and moderate-to-vigorous physical activity (MVPA) (12 min/day, 95% CI 0.3–23.7) were higher during the no video games condition compared with the traditional video games condition. There were no differences in hip-measured counts per minute or MVPA between conditions or sedentary time for hip or wrist.Conclusions:There were no differences in compliance between hip- and wrist-worn accelerometers during an intervention trial, however, intervention findings differed between hip and wrist.


Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

Sports active video games (exergames) are accessible forms of physical activity which might also be used in physical education (PE) curriculum. The purpose of this book chapter is to firstly, review some of the relevant applications of sports exergames for inclusion in PE and secondly, to characterize one of these games (swimming) from different aspects of biomechanics, physiology, and psychology. We compared movement patterns, muscle activation, energy expenditure, enjoyment, usability, and game experience in participants with different performing levels (real-swimmers vs. non-swimmers, experienced vs. novice) and gender. Understanding these parameters may help in the development of more realistic sports exergames and meaningful gameplay and may give PE teachers a better idea of the inclusion of such games in their practice.


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