active gaming
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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.


Author(s):  
Théo Perrin ◽  
Charles Faure ◽  
Kévin Nay ◽  
Giammaria Cattozzo ◽  
Anthony Sorel ◽  
...  

Virtual reality using head-mounted displays (HMD) could provide enhanced physical load during active gaming (AG) compared to traditional displays. We aimed to compare the physical load elicited by conventional exercise and AG with an HMD. We measured energy expenditure (EE) and heart rate (HR) in nine healthy men (age: 27 ± 5 years) performing three testing components in a randomised order: walking at 6 km/h (W6), AG, and AG with an additional constraint (AGW; wrist-worn weights). Although we found that HR was not significantly different between W6 and the two modes of AG, actual energy expenditure was consistently lower in AG and AGW compared to W6. We observed that playing AG with wrist-worn weights could be used as a means of increasing energy expenditure only at maximum game level, but ineffective otherwise. Our findings indicate that AG in an HMD may not provide a sufficient stimulus to meet recommended physical activity levels despite increased psychophysiological load. The differential outcomes of measures of HR and EE indicates that HR should not be used as an indicator of EE in AG. Yet, adding a simple constraint (wrist-worn weights) proved to be a simple and effective measure to increase EE during AG.


2019 ◽  
Vol 16 (9) ◽  
pp. 715-721
Author(s):  
Alexandra Valencia-Peris ◽  
Joan Úbeda-Colomer ◽  
Jorge Lizandra ◽  
Carmen Peiró-Velert ◽  
José Devís-Devís

Background: Active gaming has emerged as a new option to foster physical activity in youth. The aim of this study was to estimate the prevalence of active gaming in adolescents, to determine differences between active and nonactive gamers by type of day, and to examine predictors of being an active gamer. Methods: A cross-sectional study was conducted with 3095 Spanish adolescents aged 12 to 18 years who self-reported their involvement in moderate to vigorous physical activity, sedentary behaviors, and active gaming. Those engaging in active gaming for at least 10 minutes per day were considered active gamers. Student’s 2-tailed t tests, chi-square test, and binomial logistic regression were performed. Results: About 25.9% of the adolescents were active gamers. They were younger, had higher body mass index, and spent more time on moderate to vigorous physical activity, television viewing, and sedentary video games with computer/console than nonactive gamers. There were more active gamers on weekends than on weekdays. On weekdays, more males than females were active gamers. Adolescents who did not meet sleep time guidelines were more likely to be active gamers on weekdays, whereas on weekends, being a girl, overweight/obese, and having a high socioeconomic status were predictors of being an active gamer. Conclusion: Because active gaming may contribute to meeting physical activity guidelines, the present findings could enable better targeting of physical activity promotion programs.


2018 ◽  
Vol 7 (11) ◽  
pp. 422 ◽  
Author(s):  
Valentin Benzing ◽  
Mirko Schmidt

Exergaming, or active video gaming, has become an emerging trend in fitness, education and health sectors. It is defined as digital games that require bodily movements to play, stimulating an active gaming experience to function as a form of physical activity (PA). Since exergaming is becoming more popular, claims have been made on the usefulness of exergaming. It has, for example, been entitled as being “the future of fitness” by the American College of Sports Medicine, promoting PA and health in children and adolescents. However, research also suggests that long-term engagement in exergaming is difficult to achieve, and there is a noticeable reservation towards exergaming by parents, teachers and caregivers. To provide an overview and to outline the future directions of exergaming, the aim of this review was to critically illustrate the strengths, weaknesses, opportunities and threats of exergaming to promote PA and health in children and youth. The available evidence indicates that exergaming has the potential to improve health via an increase in PA. However, it seems that this potential is frequently underexploited, and further developments such as customized exergames are needed.


2018 ◽  
Vol 88 (10) ◽  
pp. 768-775 ◽  
Author(s):  
Rachel M. Flynn ◽  
Amanda E. Staiano ◽  
Robbie Beyl ◽  
Rebekah A. Richert ◽  
Ellen Wartella ◽  
...  

Author(s):  
Khaila Amazan-Hall ◽  
Jen Jen Chen ◽  
Kathy Chiang ◽  
Amanda L. L. Cullen ◽  
Mark Deppe ◽  
...  

The last 2 years have witnessed a tremendous rise in esports in the US and, with it, a growing concern about the lack of diversity and its underlying probable cause: toxicity toward women and minorities. The popularity of this new pastime among undergraduates has skyrocketed and club leagues are quickly transitioning into collegiate sports, leaving universities to rapidly catch up with student demand in order to attract and keep a technologically-adept incoming student body. The University of California, Irvine has become a leader in collegiate esports programs, boasting a centrally located, dedicated esports arena, an active gaming student body (72%), and undergraduate scholarships. The goal is to be a leader not merely on the digital field, however. The goal is to also live up to the long-standing commitment to diversity and inclusion across all aspects of campus life. In this article, the authors detail the strategy for accomplishing this. As university esports programs emerge nationwide, so too must campus policies and practices that ensure a welcoming and safe environment for all students.


2017 ◽  
Vol 5 (13) ◽  
pp. 19
Author(s):  
Hidayet Suha Yüksel ◽  
Fehmi Tuncel

The aim of present study is to explore the experiences of 5th grade students, who participated in physical education courses structured based on the active gaming program. The qualitative case study model was employed in this study. Twelve 5th grade students attending the physical education lessons were involved in present study. The physical education lessons were taught by using “SMART Trainer” system having 3 wall units for 12 weeks. The data were collected using semi-structured focus group discussions, observation notes, rubric, and video records. The content analysis method was used in analyzing the data. The findings were gathered under two categories, two main themes, and four sub-themes. In first category, the previous experiences of students regarding the physical education lessons are to play same games, to watch movies or to take other lessons when they were in the classroom, and to play traditional games or to be left free when they were outside. The fun, the skill-difficulty level, the decrease in awareness of time, the visual-auditory stimulants and the teacher support, which are reflected to the physical education lessons under the motivation theme, are among the important experiences playing role in motivation of students. In physical competence and confidence dimension, the fundamental movement skills assessments made by practitioners as their main function indicate that the majority of students are at adequate levels, whereas it was determined that the self-confidence from the physical aspect developed in parallel with the development of fundamental movement abilities that teachers perceive from their students.


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