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Exergaming

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https://www.readbyqxmd.com/read/27911621/exergaming-for-health-a-randomized-study-of-community-based-exergaming-curriculum-in-pediatric-weight-management
#1
Amy L Christison, Tyler A Evans, Brandon B Bleess, Huaping Wang, Jean C Aldag, Helen J Binns
OBJECTIVE: To evaluate the effectiveness and sustainable impact of a multifaceted community-based weight intervention program for children, including exergaming curriculum. METHODS: Eighty overweight or obese children, aged 8-12 years, were randomly assigned in a 2:1 ratio to an Exergaming for Health intervention group, comprising both exergaming and classroom curriculum, or to a control group with classroom curriculum alone. Outcome measures included body mass index (BMI), z-score change, and shuttle runs to assess cardiorespiratory endurance...
December 2, 2016: Games for Health
https://www.readbyqxmd.com/read/27866346/comparing-the-effects-of-an-acute-bout-of-physical-exercise-with-an-acute-bout-of-interactive-mental-and-physical-exercise-on-electrophysiology-and-executive-functioning-in-younger-and-older-adults
#2
Julia Dimitrova, Michael Hogan, Patrick Khader, Denis O'Hora, Liam Kilmartin, Jane C Walsh, Richard Roche, Cay Anderson-Hanley
BACKGROUND: Physical exercise has been shown to improve cognitive and neural functioning in older adults. AIMS AND METHODS: The current study compared the effects of an acute bout of physical exercise with a bout of interactive mental and physical exercise (i.e., "exergaming") on executive (Stroop) task performance and event-related potential (ERP) amplitudes in younger and older adults. RESULTS: Results revealed enhanced executive task performance in younger and older adults after exercise, with no differences in performance between exercise conditions...
November 19, 2016: Aging Clinical and Experimental Research
https://www.readbyqxmd.com/read/27862145/nonphysical-effects-of-exergames-on-child-and-adolescent-well-being-a-comprehensive-systematic-review
#3
REVIEW
Katja Joronen, Anna Aikasalo, Anne Suvitie
BACKGROUND: Exergames have the potential to promote physical activity among children and adolescents. They also have other important benefits, but knowledge about other than the physical effects of exergaming remains thin. AIM: To report the findings of a review of ten studies on the nonphysical effects of exergames on child and adolescent well-being. DATA SOURCES: A broad search strategy was employed to identify relevant studies in CINAHL Ebsco Host, Ovid MEDLINE, Psycinfo ProQuest, Eric ProQuest, Scopus and Cochrane Library...
November 16, 2016: Scandinavian Journal of Caring Sciences
https://www.readbyqxmd.com/read/27860515/a-bespoke-kinect-stepping-exergame-for-improving-physical-and-cognitive-function-in-older-people-a-pilot-study
#4
Jaime A Garcia, Daniel Schoene, Stephen R Lord, Kim Delbaere, Trinidad Valenzuela, Karla Felix Navarro
BACKGROUND: Systematic review evidence has shown that step training reduces the number of falls in older people by half. This study investigated the feasibility and effectiveness of a bespoke Kinect stepping exergame in an unsupervised home-based setting. MATERIALS AND METHODS: An uncontrolled pilot trial was conducted in 12 community-dwelling older adults (mean age 79.3 ± 8.7 years, 10 females). The stepping game comprised rapid stepping, attention, and response inhibition...
November 18, 2016: Games for Health
https://www.readbyqxmd.com/read/27854288/a-new-multi-sensor-fusion-scheme-to-improve-the-accuracy-of-knee-flexion-kinematics-for-functional-rehabilitation-movements
#5
Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Didier Gamet, Marie Christine Ho Ba Tho, Tien Tuan Dao
Exergames have been proposed as a potential tool to improve the current practice of musculoskeletal rehabilitation. Inertial or optical motion capture sensors are commonly used to track the subject's movements. However, the use of these motion capture tools suffers from the lack of accuracy in estimating joint angles, which could lead to wrong data interpretation. In this study, we proposed a real time quaternion-based fusion scheme, based on the extended Kalman filter, between inertial and visual motion capture sensors, to improve the estimation accuracy of joint angles...
November 15, 2016: Sensors
https://www.readbyqxmd.com/read/27842603/simulated-partners-and-collaborative-exercise-space-to-boost-motivation-for-astronauts-study-protocol
#6
Deborah L Feltz, Lori Ploutz-Snyder, Brian Winn, Norbert L Kerr, James M Pivarnik, Alison Ede, Christopher Hill, Stephen Samendinger, William Jeffery
BACKGROUND: Astronauts may have difficulty adhering to exercise regimens at vigorous intensity levels during long space missions. Vigorous exercise is important for aerobic and musculoskeletal health during space missions and afterwards. A key impediment to maintaining vigorous exercise is motivation. Finding ways to motivate astronauts to exercise at levels necessary to mitigate reductions in musculoskeletal health and aerobic capacity have not been explored. The focus of Simulated Partners and Collaborative Exercise (SPACE) is to use recently documented motivation gains in task groups to heighten the exercise experience for participants, similar in age and fitness to astronauts, for vigorous exercise over a 6-month exercise regimen...
November 14, 2016: BMC Psychology
https://www.readbyqxmd.com/read/27825723/exergame-technology-and-interactive-interventions-for-elderly-fall-prevention-a-systematic-literature-review
#7
Sang D Choi, Liangjie Guo, Donghun Kang, Shuping Xiong
Training balance and promoting physical activities in the elderly can contribute to fall-prevention. Due to the low adherence of conventional physical therapy, fall interventions through exergame technologies are emerging. The purpose of this review study is to synthesize the available research reported on exergame technology and interactive interventions for fall prevention in the older population. Twenty-five relevant papers retrieved from five major databases were critically reviewed and analyzed. Results showed that the most common exergaming device for fall intervention was Nintendo Wii, followed by Xbox Kinect...
November 5, 2016: Applied Ergonomics
https://www.readbyqxmd.com/read/27782766/investigating-the-physiological-and-psychosocial-responses-of-single-and-dual-player-exergaming-in-young-adults
#8
Kelly A Mackintosh, Martyn Standage, Amanda E Staiano, Leanne Lester, Melitta A McNarry
OBJECTIVE: This study investigated the effect of acute exergaming on the physiological and psychosocial responses of young adults and the modulatory effect of a single- or dual-player game play situation. MATERIALS AND METHODS: Thirty-six participants (19 male; 21.7 ± 3.8 years; 23.65 ± 3.17 kg/m(2)) each completed two 30-minute exergame sessions in a randomized order (single and dual player) while wearing an Actiheart(®) to estimate energy expenditure...
October 26, 2016: Games for Health
https://www.readbyqxmd.com/read/27769301/quantifying-selective-elbow-movements-during-an-exergame-in-children-with-neurological-disorders-a-pilot-study
#9
Hubertus J A van Hedel, Nadine Häfliger, Corinna N Gerber
BACKGROUND: It is difficult to distinguish between restorative and compensatory mechanisms underlying (pediatric) neurorehabilitation, as objective measures assessing selective voluntary motor control (SVMC) are scarce. METHODS: We aimed to quantify SVMC of elbow movements in children with brain lesions. Children played an airplane game with the glove-based YouGrabber system. Participants were instructed to steer an airplane on a screen through a cloud-free path by correctly applying bilateral elbow flexion and extension movements...
October 21, 2016: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/27768079/exergaming-in-older-people-living-with-hiv-improves-balance-mobility-and-ameliorates-some-aspects-of-frailty
#10
Suhitha Veeravelli, Bijan Najafi, Ivan Marin, Fernando Blumenkron, Shannon Smith, Stephen A Klotz
Approximately 1.2 million people in the United States live with HIV infection. Medical advancements have increased the life expectancy and this cohort is aging. HIV-positive individuals have a high incidence of frailty (~20%) characterized by depression and sedentary behavior. Exercise would be healthy, but due to the frail status of many HIV-positive individuals, conventional exercise is too taxing. The aim of this study was to evaluate the effectiveness and acceptability of a novel game-based training program (exergame) in ameliorating some aspects of frailty in HIV-infected individuals...
October 6, 2016: Journal of Visualized Experiments: JoVE
https://www.readbyqxmd.com/read/27680385/development-of-a-teen-focused-exergame
#11
Debbe Thompson, Dora Cantu, Madhur Rajendran, Mayur Rajendran, Tanay Bhargava, Yuting Zhang, Cheng Chen, Yan Liu, Zhigang Deng
INTRODUCTION: Exergames require body movement to play and may be an effective method for enhancing teen physical activity (PA). However, results have been mixed. Innovative methods are needed to develop Exergames that increase and maintain PA. Self-representational avatars, or avatars created from a digital image of an individual, may increase PA (e.g., intensity, duration) during Exergame play. This article addresses this novel idea by describing the development of an Exergame played with a self-representational avatar...
September 28, 2016: Games for Health
https://www.readbyqxmd.com/read/27661265/effect-of-exergaming-on-physiological-response-and-enjoyment-during-recess-in-elementary-school-aged-children-a-pilot-study
#12
Srikant Vallabhajosula, Jessica B Holder, Elizabeth K Bailey
OBJECTIVE: With an increasing rate of childhood obesity, it is critical to find fun and effective ways of providing children with opportunities to be physically active while at school to mediate this outcome. Using games as a mode of exercise (Exergaming) could be one such way. We aimed to compare the physiologic response and enjoyment of elementary school children when playing Xbox(®) Kinect(®) versus participating in regular activities during recess. MATERIALS AND METHODS: Twenty-four children participated individually once in Kinect and once in regular activity sessions on separate days during recess for the allotted time...
September 23, 2016: Games for Health
https://www.readbyqxmd.com/read/27568011/effects-of-a-balance-based-exergaming-intervention-using-the-kinect-sensor-on-posture-stability-in-individuals-with-parkinson-s-disease-a-single-blinded-randomized-controlled-trial
#13
Meng-Che Shih, Ray-Yau Wang, Shih-Jung Cheng, Yea-Ru Yang
BACKGROUND: The present study examined the effects of a balance-based exergaming intervention using the Kinect sensor on postural stability and balance in people with Parkinson's disease (PD). METHODS: We conducted a subject-blinded, randomized controlled study. Twenty people with PD (Hoehn and Yahr stages I through III) were recruited and randomly assigned to either a balance-based exergaming group (N = 10) or a balance training group (N = 10) for an 8-week balance training period...
2016: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/27565187/effects-of-exergaming-and-message-framing-in-school-environments-on-physical-activity-attitudes-and-intentions-of-children-and-adolescents
#14
May O Lwin, Shirley S Ho, Jung Younbo, Theng Yin Leng, Reidinar J Wardoyo, Kim Hyo Jung
Although interventions targeting the health of students in schools are becoming common, few studies have examined how health messages operate at the group level in school environments. This study examines the effects of message-based health interventions (extrinsic vs. intrinsic goal framing) in group environments (exergame competitive vs. exergame noncompetitive) on eliciting attitudes and intentions toward physical activity among children and adolescents. We conducted a 7-week school-based intervention program involving 336 children and 259 adolescents in Singapore in which pre- and post-intervention responses were recorded...
September 2016: Journal of Health Communication
https://www.readbyqxmd.com/read/27555917/exergaming-xbox-kinect%C3%A2-versus-traditional-gym-based-exercise-for-postural-control-flow-and-technology-acceptance-in-healthy-adults-a-randomised-controlled-trial
#15
Gillian Barry, Paul van Schaik, Alasdair MacSween, John Dixon, Denis Martin
BACKGROUND: The use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. The purpose of this study was to assess the effects of exergaming using XBOX Kinect™ versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow experience and exercise intensity, in young healthy adults. METHODS: Fifty healthy active adults (age: 33.8 ± 12...
2016: BMC Sports Science, Medicine and Rehabilitation
https://www.readbyqxmd.com/read/27548504/understanding-the-importance-of-context-a-qualitative-study-of-a-location-based-exergame-to-enhance-school-childrens-physical-activity
#16
Judy Robertson, Ruth Jepson, Andrew Macvean, Stuart Gray
Many public health interventions are less effective than expected in 'real life settings', yet little work is undertaken to understand the reasons why. The effectiveness of complex public health interventions can often be traced back to a robust programme theory (how and why an intervention brings about a change in outcome(s)) and assumptions that are made about the context in which it is implemented. Understanding whether effectiveness (or lack thereof) is due to the intervention or the context is hugely helpful in decisions about whether to a) modify the intervention; b) modify the context; c) stop providing the intervention...
2016: PloS One
https://www.readbyqxmd.com/read/27536158/exergaming-and-obesity-in-youth-current-perspectives
#17
REVIEW
Nan Zeng, Zan Gao
Although exergaming has been used as a physical activity modality among various populations, the evidence regarding its effectiveness on health-related outcomes in overweight/obese individuals remains unclear. The current study systematically reviewed literature and summarized findings of exergame-based interventions in overweight/obese populations with the goal of clarifying the current perspectives on exergaming and obesity. The initial search yielded 202 articles from six databases; 12 studies were included after evaluating for inclusion criteria and removing duplicates...
2016: International Journal of General Medicine
https://www.readbyqxmd.com/read/27508968/the-use-of-commercial-video-games-in-rehabilitation-a-systematic-review
#18
Bruno Bonnechère, Bart Jansen, Lubos Omelina, Serge Van Sint Jan
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015...
August 9, 2016: International Journal of Rehabilitation Research. Revue Internationale de Recherches de Réadaptation
https://www.readbyqxmd.com/read/27477718/accuracy-and-reliability-of-the-rgb-d-camera-for-measuring-walking-speed-on-a-treadmill
#19
B Fosty, G Ben-Sadoun, G Sacco, A König, V Manera, P Foulon, J Brisswalter, P H Robert, F Bremond
AIM: RGB-D cameras (Red Green Blue+Depth) are widely employed in exergames designed to physically stimulate elderly people. Nevertheless, the intensity of the physical activity reached with the existing solutions is rarely sufficient to obtain a real impact on the physical fitness and thus on the health status of this population. In this context, a Point Cloud Based System (PCBS) has been developed to interface ordinary motorized treadmills with exergames through a simple RGB-D camera, to induce players to perform physical activities at higher intensities...
July 2016: Gait & Posture
https://www.readbyqxmd.com/read/27445926/exergaming-in-older-adults-movement-characteristics-while-playing-stepping-games
#20
Nina Skjæret-Maroni, Elise K Vonstad, Espen A F Ihlen, Xiang-Chun Tan, Jorunn L Helbostad, Beatrix Vereijken
Despite frequent use of exergames in intervention studies to improve physical function in older adults, we lack knowledge about the movements performed during exergaming. This causes difficulties for interpreting results of intervention studies and drawing conclusions about the efficacy of exergames to exercise specific functions important for the elderly population. The aim of the current study was to investigate whether game and game level affect older adults' stepping and upper body movements while playing stepping exergames...
2016: Frontiers in Psychology
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