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Exergames

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https://www.readbyqxmd.com/read/29143266/-measuring-physical-literacy-and-related-constructs-a-systematic-review-of-empirical-findings
#1
REVIEW
Lowri C Edwards, Anna S Bryant, Richard J Keegan, Kevin Morgan, Stephen-Mark Cooper, Anwen M Jones
BACKGROUND: The concept of physical literacy has received increased research and international attention recently. Where intervention programs and empirical research are gaining momentum, their operationalizations differ significantly. OBJECTIVE: The objective of this study was to inform practice in the measure/assessment of physical literacy via a systematic review of research that has assessed physical literacy (up to 14 June, 2017). METHODS: Five databases were searched using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses for Protocols guidelines, with 32 published articles meeting the inclusion criteria...
November 15, 2017: Sports Medicine
https://www.readbyqxmd.com/read/29131678/exergames-designed-for-older-adults-a-pilot-evaluation-on-psychosocial-well-being
#2
Jinhui Li, Xuexin Xu, Pham Tan Phat, Yin-Leng Theng, Niina Katajapuu, Mika Luimula
OBJECTIVE: Exergames are increasingly been used in the primary healthcare domain for older adults who are 65 years and above. However, most of the exergames on current market are not designed for the aging population. The current study introduced five new exergames developed for elderly and evaluated their benefits. METHODS: Five new exergames were developed by researchers from Finland, Singapore, and Japan, in which the game topics, difficulties, and user interface were designed particularly for older adults...
November 13, 2017: Games for Health
https://www.readbyqxmd.com/read/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#3
Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman, Silvia Gabrielli
OBJECTIVES: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. METHODS: A pilot single-blind randomized (2:1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40min, 12 sessions/4 weeks)...
October 28, 2017: Multiple Sclerosis and related Disorders
https://www.readbyqxmd.com/read/29104712/design-and-real-world-evaluation-of-eyes-free-yoga-an-exergame-for-blind-and-low-vision-exercise
#4
Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L Bennett, Richard E Ladner, Julie A Kientz
People who are blind or low vision may have a harder time participating in exercise due to inaccessibility or lack of encouragement. To address this, we developed Eyes-Free Yoga using the Microsoft Kinect that acts as a yoga instructor and has personalized auditory feedback based on skeletal tracking. We conducted two different studies on two different versions of Eyes-Free Yoga: (1) a controlled study with 16 people who are blind or low vision to evaluate the feasibility of a proof-of-concept and (2) an 8-week in-home deployment study with 4 people who are blind or low vision, with a fully functioning exergame containing four full workouts and motivational techniques...
April 2017: ACM Transactions on Accessible Computing
https://www.readbyqxmd.com/read/29098087/exergame-grading-scheme-concept-development-and-preliminary-psychometric-evaluations-in-cancer-survivors
#5
Hsiao-Lan Wang, Chiung-Ju Liu, Marcus Kilpatrick, Heather Jim, Susan McMillan, Nisha Vijayakumar, Sally McDonald, Tapan Padhya, Jeffery Russell, Karen Vondruska, Constance Visovsky
The challenge of using exergames to promote physical activity among cancer survivors lies in the selection of the exergames that match their fitness level. There is a need for a standardized grading scheme by which to judge an exergame's capacity to address specific physical fitness attributes with different levels of physical engagement. The study aimed to develop an Exergame Grading Scheme and preliminarily evaluate its psychometric properties. Fourteen (14) items were created from the human movement and exergame literature...
2017: Rehabilitation Research and Practice
https://www.readbyqxmd.com/read/29077484/anxiolytic-effects-of-a-single-session-of-the-exergame-zumba-%C3%A2-fitness-on-healthy-young-women
#6
Ricardo Borges Viana, Claudia Lima Alves, Carlos Alexandre Vieira, Rodrigo Luiz Vancini, Mario Hebling Campos, Paulo Gentil, Marília Santos Andrade, Claudio Andre Barbosa de Lira
OBJECTIVE: Exergames appear to be a promising tool to increase energy expenditure and physical fitness. However, less is known about the effect of a single session of an exergame on anxiety state. Thus, the aim of this study was to evaluate the effects of a single session of the exergame Zumba(®) Fitness (Xbox 360 Kinect(®)) on the anxiety state of healthy young women. MATERIALS AND METHODS: Forty healthy young women (22.9 ± 3.7 years; 62.43 ± 8.75 kg; 1...
October 27, 2017: Games for Health
https://www.readbyqxmd.com/read/29072042/active-exergames-to-improve-cognitive-functioning-in-neurological-disabilities-a-systematic-review-and-meta-analysis
#7
Gioia Mura, Mauro G Carta, Federica Sancassiani, Sergio Machado, Luca Prosperini
INTRODUCTION: Exergames represent a way to perform physical activity through active video games, serving as potentially useful tool in the field of neurorehabilitation. However, little is known regarding the possible role of exergames in improving cognitive functions in persons suffering from neurological disabilities. EVIDENCE ACQUISITION: A search for relevant articles was carried out on PubMed/Medline, Scopus, PEDro, and Google Scholar. Only randomized controlled studies and non-randomized but controlled studies were retained...
October 25, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/29066423/examining-motivations-to-play-pok%C3%A3-mon-go-and-their-influence-on-perceived-outcomes-and-physical-activity
#8
Oriol Marquet, Claudia Alberico, Deepti Adlakha, J Aaron Hipp
BACKGROUND: Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. OBJECTIVE: This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing...
October 24, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/29059227/exergaming-feels-good-despite-working-harder
#9
Kate Glen, Roger Eston, Tobias Loetscher, Gaynor Parfitt
Strategies to encourage exercise have led to research on cycle ergometer 'exergaming', as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycle ergometer with and without exergaming modes activated. A total of 20 participants aged between 18-40 years (M = 24.2 ± 5.9) completed a sub-maximal exercise test. Participants returned two days later to complete one 45 minute session of self-selected exercise with 15 minutes in each of 'control' (standard ergometer), 'track', and 'game' modes, with order randomized...
2017: PloS One
https://www.readbyqxmd.com/read/29021913/exergaming-can-be-an-innovative-way-of-enjoyable-high-intensity-interval-training
#10
Trine Moholdt, Stian Weie, Konstantinos Chorianopoulos, Alf Inge Wang, Kristoffer Hagen
OBJECTIVES: Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. METHODS: Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted...
2017: BMJ Open Sport & Exercise Medicine
https://www.readbyqxmd.com/read/29016199/ability-based-balancing-using-the-gross-motor-function-measure-in-exergaming-for-youth-with-cerebral-palsy
#11
Alexander MacIntosh, Lauren Switzer, Susan Hwang, Adrian L Jessup Schneider, Daniel Clarke, T C Nicholas Graham, Darcy L Fehlings
OBJECTIVE: To test if the gross motor function measure (GMFM) could be used to improve game balancing allowing youth with cerebral palsy (CP) with different physical abilities to play a cycling-based exercise videogame together. Our secondary objective determined if exergaming with the GMFM Ability-Based algorithm was enjoyable. MATERIALS AND METHODS: Eight youth with CP, 8-14 years of age, GMFM scores between 25.2% and 87.4% (evenly distributed between Gross Motor Function Classification System levels II and III), competed against each other in head-to-head races, totaling 28 unique race dyads...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28984486/exergames-vs-traditional-exercise-investigating-the-influencing-mechanism-of-platform-effect-on-subthreshold-depression-among-older-adults
#12
Jinhui Li, Yin-Leng Theng, Schubert Foo, Xuexin Xu
OBJECTIVE: This study aimed to examine the influencing mechanism of exercise platform effect on subthreshold depression among older adults by comparing exergames and traditional exercise. METHOD: One hundred and two Singaporean older adults were assigned to either playing Wii exergames or performing traditional exercise programs once a week, for six weeks. RESULTS: Results confirmed a direct negative platform effect on subthreshold depression and further supported the mediation role of positive emotions in the platform effect...
October 6, 2017: Aging & Mental Health
https://www.readbyqxmd.com/read/28977134/exergames-as-a-tool-for-the-acquisition-and-development-of-motor-skills-and-abilities-a-systematic-review
#13
Pâmella de Medeiros, Renata Capistrano, Marcela Almeida Zequinão, Siomara Aparecida da Silva, Thais Silva Beltrame, Fernando Luiz Cardoso
OBJECTIVE: To analyze the literature on the effectiveness of exergames in physical education classes and in the acquisition and development of motor skills and abilities. DATA SOURCE: The analyses were carried out by two independent evaluators, limited to English and Portuguese, in four databases: Web of Science, Science Direct, Scopus and PubMed, without restrictions related with year. The keywords used were: "Exergames and motor learning and motor skill" and "Exergames and motor skill and physical education"...
September 21, 2017: Revista Paulista de Pediatria: Orgão Oficial da Sociedade de Pediatria de São Paulo
https://www.readbyqxmd.com/read/28968153/exergaming-for-individuals-with-spinal-cord-injury-a-pilot-study
#14
Maziah Mat Rosly, Mark Halaki, Hadi Mat Rosly, Victor Cuesta, Nazirah Hasnan, Glen M Davis, Ruby Husain
OBJECTIVE: Commercially available exergames that are for wheelchair-bound individuals with spinal cord injury (SCI) are scarce. This study sought to identify exergames for individuals with SCI that are "dose-potent" for health benefits. MATERIALS AND METHODS: Six participants with SCI were recruited for a pilot study to investigate the exercise intensity of selected exergames (Move Tennis, Move Boxing, and Move Gladiator Duel) for the potential to improve health...
October 2017: Games for Health
https://www.readbyqxmd.com/read/28946996/motion-rehab-ave-3d-a-vr-based-exergame-for-post-stroke-rehabilitation
#15
Mateus Trombetta, Patrícia Paula Bazzanello Henrique, Manoela Rogofski Brum, Eliane Lucia Colussi, Ana Carolina Bertoletti De Marchi, Rafael Rieder
BACKGROUND AND OBJECTIVE: Recent researches about games for post-stroke rehabilitation have been increasing, focusing in upper limb, lower limb and balance situations, and showing good experiences and results. With this in mind, this paper presents Motion Rehab AVE 3D, a serious game for post-stroke rehabilitation of patients with mild stroke. The aim is offer a new technology in order to assist the traditional therapy and motivate the patient to execute his/her rehabilitation program, under health professional supervision...
November 2017: Computer Methods and Programs in Biomedicine
https://www.readbyqxmd.com/read/28882467/muscle-activation-behavior-in-a-swimming-exergame-differences-by-experience-and-gaming-velocity
#16
Pooya Soltani, Pedro Figueiredo, Ricardo J Fernandes, João Paulo Vilas-Boas
The effects of playing intensity and prior exergame and sport experience on the activation patterns of upper limb muscles during a swimming exergame were investigated. Surface electromyography of Biceps Brachii, Triceps Brachii, Latissimus Dorsi, Upper Trapezius, and Erector Spinae of twenty participants was recorded, and the game play was divided into normal and fast. Mean muscle activation, normalized to maximum voluntary isometric contraction (MVIC), ranged from 4.9 to 95.2%MVIC and differed between normal and fast swimming for all techniques (p<0...
November 1, 2017: Physiology & Behavior
https://www.readbyqxmd.com/read/28854939/weight-supported-training-of-the-upper-extremity-in-children-with-cerebral-palsy-a-motor-learning-study
#17
Jeffrey W Keller, Hubertus J A van Hedel
BACKGROUND: Novel neurorehabilitation technologies build upon treatment principles derived from motor learning studies. However, few studies have investigated motor learning with assistive devices in children and adolescents with Cerebral Palsy (CP). The aim of this study was to investigate whether children with CP who trained with weight support in a playful, virtual environment would improve upper extremity task performance (i.e. skill acquisition), transfer, and retention, three aspects that indicate whether motor learning might have occurred or not...
August 30, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/28842390/user-perspectives-on-exergames-designed-to-explore-the-hemineglected-space-for-stroke-patients-with-visuospatial-neglect-usability-study
#18
Bernadette C Tobler-Ammann, Elif Surer, Ruud H Knols, N Alberto Borghese, Eling D de Bruin
BACKGROUND: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population...
August 25, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28842388/exergames-encouraging-exploration-of-hemineglected-space-in-stroke-patients-with-visuospatial-neglect-a-feasibility-study
#19
Bernadette C Tobler-Ammann, Elif Surer, Eling D de Bruin, Marco Rabuffetti, N Alberto Borghese, Renato Mainetti, Michele Pirovano, Lia Wittwer, Ruud H Knols
BACKGROUND: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improving exploration of the neglected space for patients with VSN symptoms poststroke was developed and tested for its feasibility. OBJECTIVES: The goal was to determine the feasibility of the exergames with minimal supervision in terms of (1) implementation of the intervention, including adherence, attrition and safety, and (2) limited efficacy testing, aiming to document possible effects on VSN symptoms in a case series of patients early poststroke...
August 25, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28837353/the-psychological-effects-of-playing-exergames-a-systematic-review
#20
Seungmin Lee, Wonkyung Kim, Taiwoo Park, Wei Peng
Successful exergames should lead players not only to achieve enough level of energy expenditure but also to engage in the play itself. The aim of this study is to review studies that explored the psychological effects of playing exergames, from the viewpoint of player engagement. Peer-reviewed journal articles in English collected via database search (Science Direct, Web of Science, ACM Digital Library) from 2011 to 2015 were considered, and 45 experimental studies were selected out of 911 studies. The results show that a variety of psychological effects of engagement including enjoyment, immersion, and flow were measured in the exergame studies...
September 2017: Cyberpsychology, Behavior and Social Networking
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