Play Yourself Fit

Author(s):  
Hannah R. Marston ◽  
Philip A. McClenaghan

Exergames and Exergaming have become a new phenomenon in recent years due to the release of the Nintendo Wii console and more recently the Microsoft Kinect. Videogames are categorized into genres based upon the actions that gamers are expected to execute to achieve goals and overcome challenges. However, with the development of new technology, and this notion of exergaming, is it actually activity or gameplay that defines the notion of exergames as a genre into current categories? This chapter reviews several genre/taxonomy theories to gain a greater understanding of exergames within the serious games arena, with several facets proposed by the authors to provide a more succinct progress within this sector.

2019 ◽  
Vol 40 (9) ◽  
pp. 1906-1938 ◽  
Author(s):  
Ben Hicks ◽  
Anthea Innes ◽  
Samuel R. Nyman

AbstractResearch has suggested ecopsychosocial initiatives can promote a sense of wellbeing and inclusion in people with dementia. However, few studies have elucidated the ‘active mechanisms’ whereby such initiatives can achieve these outcomes, so hindering their generalisability. This is particularly pertinent when seeking to support community-dwelling older men with dementia who are reluctant to engage with traditional health and social care initiatives. This paper reports on a study that drew from the principles of Participatory Action Research to explore the ‘active mechanisms’ of a technological initiative for older men (65+ years) with dementia in rural England. An individually tailored, male-only initiative, using off-the-shelf computer game technology (e.g. iPad, Nintendo Wii and Microsoft Kinect) was delivered over a nine-week period. Multiple qualitative methods were employed, including: focus groups, open interviews and extensive reflective field notes, to gather data from the perspective of 22 men, 15 care partners and five community volunteers. The data were analysed thematically and interpreted using a masculinity lens. Three mechanisms contributed to the initiative's success: the use of the technology, the male-only environment and the empowering approach adopted. The paper argues that initiatives aimed at community-dwelling older men with dementia would be advised to consider these gendered experiences and ensure participants can maximise their masculine capital when participating in them, by providing enabling activities, non-threatening environments and empowering approaches of delivery.


Author(s):  
João Couto Soares ◽  
Ágata Vieira ◽  
Octavian Postolache ◽  
Joaquim Gabriel

Abstractâ??Microsoft Kinect camera has been used in serious games applications, like for rehabilitation purposes, almost since it became available in the market. This article presents a clinical view regarding home-based physiotherapy for patients that suffered a stroke and details on the development of the rehabilitation system - Kinect-RehabPlay. This system uses the Kinect sensor together with the Unity3D game engine software to create the animation and visual environment. Currently, it is able to track, recording and comparing movements (doctor versus patient), and adjust the game configuration in real-time.


Author(s):  
Azrulhizam Shapi’i ◽  
Haslina Arshad ◽  
Mohd Syazwan Baharuddin ◽  
Hafiz Mohd Sarim

2013 ◽  
Vol 25 (2) ◽  
pp. 77-85 ◽  
Author(s):  
Hannah R. Marston ◽  
Scott Greenlay ◽  
Joost van Hoof

Author(s):  
Lotfi Elaachak ◽  
Amine Belahbibe ◽  
Mohammed Bouhorma

With the revolution that the education field has known concerning the methods of learning and especially the integration of new technology, several new tools have appeared to replace the tools already existing, and among them there are serious games, serious games as new tool dedicated to education have occupied an important place, and replaced other tools often used in the learning process. But in the order that serious games reach the intended objectives and help instructors to achieve their perspectives considered, they must be equipped with a guidance and assistance system that will assist the learners during the progression in the sequence of the video game, and in addition, they must be equipped with a system of learning analytics that will help instructors to improve the learning process and teaching methods according to the learning outcomes and feedbacks of their learners. In this perspective of research and development we will establish in this paper a new system of assistance, guidance and learning analytics based on a multi agent system that will work in tandem with a web-based serious game.


2021 ◽  
pp. 279-292
Author(s):  
Violetta Prusińska ◽  
Jan Strugarek ◽  
Jakub Wieczorek

The development of science and technology brings about many advantages for human beings, yet it also creates a risk for their health and correct growth, including problems with right posture among children. The fast pace of life, an increasing number of tasks in- and outside of school, lack of physical activity, bad dietary habits and permanent compression of vertebrae are the main factors responsible for posture problems among child and teenager groups. The ages between 7 and 10 seem to be a critical period for forming the body position and it is connected with changing children’s daily learning routine (from free and loose activity to a few-hour sitting position at school). In effect, about 60% of children suffer from postural problems. This percentage has a rising tendency as such problems increase with age. The prevention and treatment of consequent disorders is based e.g. on physical exercise during corrective gymnastic classes, where a number of new technology solutions to improve standard and quality of such classes are used, e.g. motion sensors (Microsoft Kinect). This articleconnects corrective exercises with motion-control-based computer games. This approach uses the natural interest of children for interactive games to improve their engagement in corrective exercises. This new form of health-related activity packed in a “computer driven case” is a real chance to make corrective exercises more children-friendly and thus to stimulate children’s motivation to actively participate in them.


2012 ◽  
Vol 2 (4) ◽  
pp. 61-73 ◽  
Author(s):  
Josef Wiemeyer ◽  
Philipp Schneider

Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by training with a commercial exergame (Nintendo Wii Sports Resort). A sample of 23 young club basketball players attended either a virtual training (VT) or a real training (RT) of basketball throws. Training consisted of 750 throws distributed to 10 training units. As a result, VT and RT groups improved in virtual and real performance, but only the RT group transferred training to the virtual condition. Furthermore, the RT group enjoyed training more than the VT group. As a conclusion, added values of Serious Games in sport skill learning may take effect only under certain conditions.


2014 ◽  
Vol 2014 ◽  
pp. 1-11 ◽  
Author(s):  
Francesco Ricciardi ◽  
Lucio Tommaso De Paolis

Education of healthcare professionals is of primary importance for patient safety. In some health related professions, education and training have to be practiced during the entire working period and not only limited to school years. The use of new technology such as virtual reality and e-learning brings new possibilities with significant improvement in learning outcomes. Serious gaming describes a technology that can educate and train while entertaining users. This type of training can be very useful for health professions because it improves learning outcomes creating a learner oriented approach and providing a stealth mode of teaching. In some fields it represents an ideal instrument for continuous health professions education also in terms of costs because it is cheaper than traditional training methods that use cadavers or mannequins. In this paper we make a scoping review of serious games developed for health professions and health related fields in order to understand if they are useful tools for health related fields training. Many papers confirmed that serious gaming is a useful technology that improves learning and skills development for health professionals.


2015 ◽  
Vol 1 (1) ◽  
pp. 184-187 ◽  
Author(s):  
Somphong Phommahavong ◽  
Dominik Haas ◽  
Jing Yu ◽  
Sabine Krüger-Ziolek ◽  
Knut Möller ◽  
...  

AbstractIn physiotherapy, rehabilitation outcome is majorly dependent on the patient to continue exercises at home. To support a continuous and correct execution of exercises composed by the physiotherapist it is important that the patient stays motivated. With the emergence of game consoles such as Nintendo Wii, PlayStation Eye or Microsoft Kinect that employ special controllers or camera based motion recognition as means of user input those technologies have also been found to be interesting for other real-life applications such as providing individual physiotherapy exercises and an encouraging rehabilitation routine. Due to the intended use of those motion tracking systems in a computer-game environment it remains questionable if the accuracy of the skeleton joint tracking hardware and algorithms is suflicient for physiotherapy applications. We present a basic evaluation of the joint tracking accuracy where angles between various body extremities calculated by a Kinect system were compared with a high resolution motion capture system. Results show promising results with tracking deviations between 2.7° and 14.2° with a mean of the absolute deviations of 8.7°.


2015 ◽  
Vol 1 (1) ◽  
pp. 180-183 ◽  
Author(s):  
Dominik Haas ◽  
Somphong Phommahavong ◽  
Jing Yu ◽  
Sabine Krüger-Ziolek ◽  
Knut Möller ◽  
...  

AbstractIn physiotherapy, rehabilitation outcome is majorly dependent on the patient continuing exercises at home. To support a continuous and correct execution of exercises composed by the physiotherapist it is important that the patient stays motivated. With the emergence of game consoles such as Nintendo Wii, Sony PlayStation or Microsoft Xbox360 that employ special controllers or camera based motion recognition as means of user input those technologies have also been found to be interesting for other real-life applications. We present a concept to employ the Microsoft Kinect system as means to support patients during physiotherapy exercises at home. The system is intended to allow a physiotherapist to compose an individual set of exercises and to control the correct execution of those exercises through tracking the patient’s motions.


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