scholarly journals Active Video Game Playing in Children and Adolescents With Cystic Fibrosis: Exercise or Just Fun?

2015 ◽  
Vol 60 (8) ◽  
pp. 1172-1179 ◽  
Author(s):  
E. Salonini ◽  
S. Gambazza ◽  
I. Meneghelli ◽  
G. Tridello ◽  
M. Sanguanini ◽  
...  
2020 ◽  
Vol 222 ◽  
pp. 112931
Author(s):  
Melissa Baker ◽  
Julia O. Totosy de Zepetnek ◽  
Branka Gladanac ◽  
Kerry Miller ◽  
Melissa Da Silva ◽  
...  

2015 ◽  
Vol 11 (3) ◽  
pp. 1-16 ◽  
Author(s):  
Jih-Hsuan Lin ◽  
Wei Peng

How perceived realism in a video game contributes to game enjoyment and engagement is a theoretically important and practically significant question. The conceptualization and operationalization of perceived realism in previous video game studies vary greatly, particularly regarding the dimensions of perceived graphic realism and perceived external realism. The authors argue that it is important to examine perceived enactive realism, particularly for interactive and participatory media such as video games. This study examines the contribution of two types of perceived realism—perceived graphic realism and perceived enactive realism—to enjoyment and engagement as manifested by the level of physical movement intensity in an active video game playing context. It was found that perceived enactive realism was a significant predictor of enjoyment and engagement in playing active video games. However, perceived graphic realism was not found to be a significant predictor of enjoyment or engagement. Theoretical and practical implications are discussed.


2013 ◽  
Vol 12 ◽  
pp. S108 ◽  
Author(s):  
E. Salonini ◽  
S. Gambazza ◽  
G. Tridello ◽  
M. Sanguanini ◽  
C. Cazzarolli ◽  
...  

Respiration ◽  
2017 ◽  
Vol 95 (2) ◽  
pp. 87-97 ◽  
Author(s):  
Tamara del Corral ◽  
Maria Àngels Cebrià i Iranzo ◽  
Ibai López-de-Uralde-Villanueva ◽  
Roberto Martínez-Alejos ◽  
Isabel Blanco ◽  
...  

2015 ◽  
Vol 2015 ◽  
pp. 1-7 ◽  
Author(s):  
Brandy E. Strahan ◽  
Jennifer H. Elder

Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video games (6 weeks) on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS) and the Behavior Assessment System for Children Second Edition (BASC-2) pre- and postintervention. The Therapy Attitude Inventory (TAI) was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research.


Sign in / Sign up

Export Citation Format

Share Document