Academic literature on the topic 'Active Video Game'

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Journal articles on the topic "Active Video Game"

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Kirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (February 14, 2020): 3–21. http://dx.doi.org/10.17083/ijsg.v7i1.341.

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Evidence shows inactivity and obesity are a substantial global burden, economically and physiologically. Sedentary screen time strongly contributes to this burden. Sedentary screen time is often achieved through video game play. Active video games (AVGs) tried to solve the screen time problem. AVGs work, having small to moderate positive effects on activity levels and body composition changes. However, they perform consistently poorly on the commercial market. This represents a paradox: AVGs work pragmatically, yet underperform commercially, limiting their impact practically. The purpose of this study was to explore this paradox with the aim of understanding how AVGs compare to non-active video games (NAVGs), based on gameplay experience. Findings revealed that AVGs have a significant negative comparison to NAVGs. Qualitative exploration highlighted several important considerations; gamer motivation, the lack of quality and variety in AVGs, the stereotype in AVGs, and the practical limitations of the hardware that supports AVGs. Perception of an augmented reality platform, a potential solution to the issues, was found to be positive.
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Scharrer, Erica, and Adam Zeller. "Active and Sedentary Video Game Time." Journal of Media Psychology 26, no. 1 (January 1, 2014): 39–49. http://dx.doi.org/10.1027/1864-1105/a000109.

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This study used survey methodology to measure opinions of 13- to 15-year-olds (N = 176) about sedentary and active video games and the relative amount of time spent with those games, and evaluated correlations between time spent with those two types of games and the body mass index (BMI) of the respondent. Results showed no evidence of any correlation between BMI and relative time devoted to video game usage by type of game (active versus sedentary), nor any support for a correspondence between overall levels of time spent with video games and BMI. Yet, the data did point to a nonlinear association in which those who devoted more than 50% of the total time they spend with video games on sedentary games had a higher BMI than those who spent less than 50% of their video gaming time with sedentary games. Important gender differences also emerged in the adolescents’ opinions of active versus sedentary games.
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Moller, Arlen C., Caio V. Sousa, Kelly J. Lee, Dar Alon, and Amy S. Lu. "A comprehensive systematic review and content analysis of active video game intervention research." DIGITAL HEALTH 9 (January 2023): 205520762311712. http://dx.doi.org/10.1177/20552076231171232.

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Objective Intervention research using digital games to promote physical activity has proliferated. Yet few studies have attempted to systematically catalog features that characterize this research. To address this gap, we undertook a systematic review and content analysis of active video game interventions, examining only published longitudinal interventions that prominently featured active video game technology (≥50% of the intervention). Methods Our protocol was registered in the International Prospective Register of Systematic Reviews (CRD42020204191). For inclusion, an active video game intervention had to require gross movement beyond finger movement, and target improvement, maintenance, or recovery of health. The intervention design had to include at least two conditions, within- or between-subjects, with ≥10 participants per condition to examine the chronic effects of active video game exposure. Results The search resulted in 232 studies published in English between 1996 and 2020. The majority of active video game interventions (69.8%) targeted physical fitness (physiological functioning as a consequence of physical activity), followed by cognitive performance (11.3%), physical activity (5.5%), or a mixture of those outcomes (13.4%). Total enrollment across all studies was 14,849 participants ( MParticipants = 62, SD = 106; MAge = 50.2, SD = 25.2 years; 47.3% men). A strong majority of the samples (69.8%) were recruited from medical subpopulations, and only 30.2% were recruited from the general (healthy) population. A strong majority of active video games (72.0%) were developed by industry for the commercial market, and only 13.3% were funded by government or foundation grants. Conclusions Suggested directions for improving future active video game development and intervention research include greater consideration of promising features (social connectedness, novelty, narrative, rhythmic movement to music) and new models for productive collaboration between industry and academia.
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Lin, Jih-Hsuan, and Wei Peng. "The Contributions of Perceived Graphic and Enactive Realism to Enjoyment and Engagement in Active Video Games." International Journal of Technology and Human Interaction 11, no. 3 (July 2015): 1–16. http://dx.doi.org/10.4018/ijthi.2015070101.

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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.
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Hingpit, Jayvee P., and Jedess Miladel N. Salomon. "Parental Mediation of Children's Video Game Playing: Active Mediation and Co-Playing Produce Positive Outcomes." Science and Humanities Journal 15, no. 1 (December 15, 2021): 57–69. http://dx.doi.org/10.47773/shj.1998.151.4.

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Current studies show that video game playing results in negative impacts to children. These negative impacts include game addiction, online risks, and exposure to child-inappropriate content. Studies also show that parents play a significant role in mitigating these negative impacts by applying strategies such as monitoring and supervision of children in their use of video games. This case study aimed to determine specific strategies adopted by parents to mediate their children's video game playing and find out what their outcomes are. In-depth interviews with parents of children aged 7–14 revealed that they generally had negative perceptions of video games. These negative perceptions resulted to either restrictive or active mediation or a combination of both. Parents' time with their children and the place where their children played have been found as significant predictors of mediation. Moreover, the strategies informants used to manage their children's video game playing resulted in more positive than negative outcomes. Those who engaged in active mediation and co-playing established good parentchild relationship and led to children's obedience to rules. Restrictive mediation either had positive or negative outcomes. The most common negative outcomes were parent-child conflict and children's disobedience to the rules their parents laid out to limit their video game playing.
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McConville, Kristiina M. Valter, and Matija Milosevic. "Active video game head movement inputs." Personal and Ubiquitous Computing 18, no. 1 (June 28, 2013): 253–57. http://dx.doi.org/10.1007/s00779-013-0662-2.

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Gampell, Anthony Viennaminovich, JC Gaillard, and Meg Parsons. "On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games." Methodological Innovations 12, no. 3 (September 2019): 205979911988427. http://dx.doi.org/10.1177/2059799119884277.

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Video game scholars examining the shortcomings of previous video game research reference the need for new and innovative methodologies. Existing video game research seemingly inhibits organic learning experiences by setting specific research targets or providing players with gameplay instructions, hence utilising methodological approaches that study the learning process from the outside. With the increasing popularity of both serious and mainstream disaster video games, a necessity exists for innovative research to explore how video games can be used as learning tools. Based upon the researchers’ own enquiry, this article demonstrates the potential use, benefits and challenges of participatory methodologies for the conduct of video game research. This article pushes back upon traditional video game research methods, reviewing the methodological approaches of existing video game literature and demonstrates how participatory methodologies are currently being used for disaster video game research. An examination of participatory methodologies, being used in disaster video game research, reviews the strengths and challenges of each research approach. Rationalising the potential of participatory methodologies, in the context of constructivist learning theory and active participation, to foster the learning process and explore learning from the inside. As such this article provides an innovative methodological framework, which can be used as a template when considering future video game research.
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Graves, Lee E. F., Nicola D. Ridgers, Greg Atkinson, and Gareth Stratton. "The Effect of Active Video Gaming on Children’s Physical Activity, Behavior Preferences and Body Composition." Pediatric Exercise Science 22, no. 4 (November 2010): 535–46. http://dx.doi.org/10.1123/pes.22.4.535.

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Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children’s objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8–10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d−1, p<.01) and sedentary video gaming decreased (-0.34 (-1.24, 0.56) h·d−1, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children’s PA and health.
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Chaput, J. P., A. Tremblay, B. Pereira, Y. Boirie, M. Duclos, and D. Thivel. "Food intake response to exercise and active video gaming in adolescents: effect of weight status." British Journal of Nutrition 115, no. 3 (November 24, 2015): 547–53. http://dx.doi.org/10.1017/s0007114515004602.

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AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.
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Robert, Maxime, Laurent Ballaz, Raphael Hart, and Martin Lemay. "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console." Physical Therapy 93, no. 8 (August 1, 2013): 1084–91. http://dx.doi.org/10.2522/ptj.20120204.

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Background Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. Objective The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. Design This was a cross-sectional study. Methods Ten children (7–12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. Results No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. Limitations A limitation of this study was the relatively small and heterogeneous sample. Conclusions For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.
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Dissertations / Theses on the topic "Active Video Game"

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Braaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.

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Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017.
Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
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Liang, Yan. "Effects of active video game intervention on promoting physical activity among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/199.

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Background: It is widely recommended that children engage in at least 60 minutes of moderate-to-vigorous physical activity (MVPA) per day for health, well-being and development benefits. However, few Hong Kong children are physically active. Environmental factors unique to Hong Kong, such as dense population, highly urbanized, and high level of outdoor air pollution, suggest need to develop indoor PA programs. Active video games (AVGs) may provide an innovative approach to designing such indoor programs. Aim: This thesis sought to identify opportunities for interventions using AVGs to promote PA among children, and to develop and evaluate the effect of an AVG intervention on PA among Hong Kong Chinese children. We also intended to clarify the mechanisms of the intervention. Methods: Three studies were undertaken for the aim of the thesis. First, a systematic review was conducted to evaluate the effects of AVGs on PA and PA-related outcomes (i.e. psychosocial factors and fitness) among healthy children. Secondly, a validation study was conducted that examined the validity and reliability of three scales used to measure PA-related self-efficacy, social support, and enjoyment among Hong Kong Chinese children aged 9-12 years (n=273). Third, a quasi-experimental study was conducted that examined the effects of a school-based AVG intervention on PA, sedentary time, body composition, and psychosocial factors (self-efficacy, social support, and enjoyment) among Hong Kong children aged 9-12 years (n=87). Moderation and mediation effects of psychosocial factors on PA were also tested in the study. Results: In the first study, fifty-four articles were identified in the review. AVG led to light to moderate intensity PA among children. No effect was identified of AVG on PA in the home setting. Structured AVG play (i.e. AVG play of participants organized by teachers or researchers) may improve PA. However, none of the previous school-based AVG interventions have measured habitual PA objectively. In the second study, confirmatory factor analyses supported the one-factor structure of the tested scales. All of the psychosocial factors (self-efficacy, social support from family, social support from friends, and enjoyment) were significantly (p<0.01) associated with self-reported PA (r ranged from 0.23-0.40). All of the scales suggested acceptable internal consistency (Cronbach’s alpha>0.7) and test-retest reliability (intraclass correlation coefficient>0.7). The third study found that an AVG intervention delivered during after-school hours, approximately twice a week, significantly (p<0.05) increased total PA (counts per minute) and reduced sedentary behavior at week 8. However, this treatment effect was not maintained at 15 weeks when the frequency of AVG play decreased to approximately once a week during weeks 9-15. No significant differences were noted on body mass index z score and percentage body fat, and PA related psychosocial factors. The measured psychosocial factors did not act as mediators or moderators in this intervention. Discussion: AVGs may be useful to promote PA of children when it is structured. Future interventions should consider the frequency of AVG play in order to increase PA. AVG play should occur at least twice a week based on current research. Other components may be necessary to enhance the treatment effects of AVG interventions on PA among children.
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Mellecker, Robin Rochelle. "The conversion of sedentary time to active time in children: the role of activity enhanced video game play." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.

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Morais, Milca Abda de. "Efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados." Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/5804.

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Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG
Population aging is considered a world-wide phenomenon. Several changes are caused by aging, among them, the higher prevalence of mood disorders, such as depression and anxiety. Some evidences have indicated positive effects of some types of exercise on reduction of depression and anxiety. The aims of the present study were: a) to evaluate the acute effects of exercise in the Xbox Kinect on the mood of the untrained elderly people; b) investigate possible correlations between the degree of enjoyment in the activity and improvement in mood. We selected twenty-nine elderly (15 men and 14 women), with age of 66,4 ± 0,8 years (mean ± standard error). The participants were evaluated in two conditions: Control Condition (CC), in which volunteers watched the film "The March of the Penguins" (60 minutes) and Experimental Condition (EC), which consisted of one session of exercise with the Xbox Kinect (60 minutes). The order of conditions was randomly defined. The mood state was evaluated in the pre and post-interventions using the POMS questionnaire (Profile of Mood States). The PACES Scale (Physical Activity Enjoyment Scale) was used to evaluate the degree of enjoyment. For both conditions, there was a significant reduction in the scores of tension-anxiety, depression and total mood disorder (p ≤ 0,05). There were not significant differences between the conditions for all studied variables. There was a significant negative correlation at the EC, between the percentage of enjoyment and the scores of tension-anxiety (r = -0.40), depression (r = -0.40) and total mood disorder (r = -0.49), evaluated by POMS (p ≤ 0,05). On the other hand, no significant correlations were found in the CC for the same variables. Thus, we could conclude that both activities promote improvements in mood state in untrained elderly, however, the effect sizes observed after CC were lower (smaller) those observed after EC (median), indicating most significant clinical effects in the EC. Moreover, higher enjoyment during the activity in the Xbox Kinect was associated with greater improvement in mood states.
O envelhecimento populacional é considerado um fenômeno de amplitude mundial. Diversas alterações são provocadas pelo envelhecimento, entre elas, o aumento da prevalência de transtornos do humor, como a depressão e a ansiedade. Evidências científicas demonstram efeito positivo de diversos tipos de exercício físico na redução desses sintomas. Os objetivos do presente estudo foram: a) avaliar o efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados; b) verificar as possíveis relações entre o grau de diversão da atividade e a melhora no humor. Foram selecionados vinte e nove idosos (15 homens e 14 mulheres), com idade de 66,4 ± 0,8 anos (média ± erro padrão). Os participantes foram avaliados em duas condições: Condição Controle (CC), na qual os participantes assistiram ao filme “A Marcha dos Pinguins” (60 minutos) e Condição Experimental (CE), que consistiu em uma sessão de atividades no Xbox Kinect com duração de 60 minutos. A ordem das condições foi definida de forma aleatória. O estado de humor foi avaliado nos momentos de pré e pós-intervenções através da aplicação do questionário de POMS (Profile of Mood States). A Escala de PACES (Physical Activity Enjoyment Scale) foi utilizada para avaliar o grau de diversão das atividades. Para ambas as condições, houve uma redução significante dos escores de tensão-ansiedade, de depressão e do distúrbio total de humor (p ≤ 0,05). Não foram observadas diferenças significantes entre as condições nas variáveis estudadas. Houve uma significante correlação negativa, na CE, entre o percentual de diversão e os deltas dos escores de tensão-ansiedade (r= -0,40), depressão (r= -0,40) e o distúrbio total de humor (r= -0,49), avaliado pelo POMS (p ≤ 0,05). Por outro lado, não foram encontradas correlações significantes na CC, para as mesmas variáveis. Assim, pode-se concluir que a sessão aguda de atividade no Xbox Kinect, bem como a condição controle (filme) promoveram melhoras no estado de humor de idosos destreinados, no entanto, os tamanhos de efeito observados após a CC foram inferiores (pequenos) aos observados após a CE (médios), indicando efeitos clínicos mais significantes na CE. Além disso, quanto maior foi a diversão durante a atividade realizada no Xbox Kinect, maior foi a melhora no estado de humor.
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McDonough, Suzanne Lacy. "Comparison of an inter-active dance video game and traditional exercise equipment relative to use preferences and energy expenditure in adolescent females ages 16-18 /." Full text available from ProQuest UM Digital Dissertations, 2008. http://0-proquest.umi.com.umiss.lib.olemiss.edu/pqdweb?index=0&did=1850500751&SrchMode=1&sid=1&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1277393354&clientId=22256.

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Thesis (Ph.D.)--University of Mississippi, 2008.
Typescript. Vita. "May 2008." Major Professor: Scott G. Owens Includes bibliographical references (leaves 69-81). Also available online via ProQuest to authorized users.
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Smith, Joshua L. "Response Inhibition to High Calorie Food Cues Among Adolescents Following Active and Sedentary Video Game Play Using a Go/No-Go Task: A Randomized Crossover Study." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/7231.

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Sedentary behaviors, such as leisure time computer use and sedentary video games, are significant barriers to regular physical activity and contribute to high rates of overweight and obesity among adolescents. Sedentary screen time can adversely affect food intake and food selection. Active video games may be a promising way of increasing daily physical activity levels among adolescents. Active video games may help modulate response inhibition and food intake. PURPOSE: Compare the effects of an acute bout of active and sedentary video gaming on N2 amplitudes (while viewing high calorie and low calorie images), Stroop Color Word Test (Stroop test) performance and ad libitum eating. METHODS: We used a within-subjects randomized crossover design with counterbalanced treatment conditions was used among 65 participants (31 girls, 34 boys; age = 13.5 ± 1.1 year; height = 161.4 ± 10.2 cm; weight = 52.5 ± 12.3 kg; BMI = 19.9 ± 3.3 kg·m2). Participants completed 2 separate video gaming sessions, 7 days apart, while energy expenditure during sedentary and active video game play was measured using the K4b2 portable metabolic system. The K4b2 system provided metabolic equivalents (METs) which are used as a measure of energy cost of physical activity. After either 60 minutes of active or sedentary video game play, participants completed a go/no-go task while viewing high calorie and low calorie images while electroencephalogram (EEG) data were collected. N2 event related potential (ERP) amplitudes were measured during the viewing task. Participants also completed a Stroop task to measure response inhibition. Finally, participants were given high calorie and low calorie snacks to consume ad libitum. We used a repeated measures ANOVA was used to measure main and interaction effects for N2 ERP amplitudes within subjects. RESULTS: Active video game play relative to sedentary video games significantly increased METs (F = 543.1, p ‰¤ 0.0001) from 1.7 ± 0.35 to 5.0 ± 1.2 METs. A significant gender-by-condition interaction (F = 7.03, p ‰¤ 0.009) was observed for energy expenditure with boys (5.4 ± 1.1 METs) expending more energy during the active video game than girls (4.5 ± 1.1 METs). No significant differences were observed for the N2 component (F = 0.50, p = 0.48) between video game conditions nor between genders (F = 1.85, p = 0.17). There were no significant differences (F = 3.10, p = 0.08) in the total number of calories consumed between the 2 video gaming conditions. Results from the Stroop task showed no significant differences for word naming (F = 0.45, p = 0.49), congruent condition (F = 0.43, p = 0.52) and incongruent condition (F = 0.14, p = 0.71) between the active and sedentary video games. CONCLUSION: Sixty minutes of active video gaming increases energy expenditure to a moderate intensity level but does not alter behavioral response or response inhibition to high calorie or low calorie foods.
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Guinet, Anne-Laure. "Retours sensoriels multimodaux en réalité augmentée pour la rééducation de la marche des enfants atteints de paralysie cérébrale." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG020.

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La paralysie cérébrale est la pathologie neurologique pédiatrique la plus fréquente dans le monde entraînant notamment des troubles de la locomotion. La chirurgie multisite des membres inférieurs, qui réaligne le système musculo-squelettique en un seul temps opératoire, a prouvé son efficacité pour améliorer la qualité de la marche, en particulier les paramètres cinématiques et cinétiques. Cependant, les capacités de marche, comme le périmètre de marche, la vitesse de marche et la longueur de pas, demeurent trop souvent inchangées. L’analyse de la littérature scientifique a conduit à explorer l’hypothèse qu’une amélioration des protocoles de rééducation postopératoire conduirait à une amélioration de l’activité de marche. Pour celà, ce travail de thèse a permis le développement et l’évaluation clinique du premier jeu sérieux de rééducation de la marche en réalité augmentée adapté à l’enfant, et utilisable par un centre de rééducation en complément de la prise en charge traditionnelle. Ce jeu sérieux s’appuie sur les théories existantes de planification de l’entraînement de la marche et sur les modèles de feedbacks pour l’apprentissage moteur. Cette recherche est le fruit d’un croisement entre plusieurs disciplines scientifiques partageant l’ambition de s’inscrire dans la médecine de demain, qui se veut participative, prédictive, préventive, personnalisable, et basée sur les preuves. Ainsi, nous avons contribué aux sciences de la rééducation en développant en collaboration avec les parties prenantes un jeu sérieux de rééducation de la marche, nous avons investigué des notions plus fondamentales en apprentissage moteur, notamment sur l’importance des éléments de jeux et nous avons exploré le champ des sciences et technologies de l’information et de la communication par le développement d’outils et de contenus utilisables en réalité augmentée. L’utilisation d’un jeu sérieux de rééducation autonome devrait permettre d’améliorer les résultats postopératoires, notamment en augmentant la motivation et l’adhésion des jeunes à la rééducation
Cerebral palsy is the most common cause of childhoodonset, lifelong physical disability in most countries. Abnormal gross and fine motor functioning reflecting abnormal motor control are the core attributes of CP. These motor problems can lead to difficulties with walking. Single-event multi-level surgery of the lower limbs, which realigns the musculoskeletal system in a single operation, has proven to improve the gait quality, particularly the kinematic and kinetic parameters. However, walking ability, walking distance, and walking speed remain unchanged. After analyzing the scientific literature, we hypothesize that improving the postoperative rehabilitation protocols could improve activities and participation domains. For this purpose, this thesis allowed the development and the clinical evaluation of the first active video game for gait rehabilitation in augmented reality adapted to the child and usable by a rehabilitation center in addition to conventional care. This active video game is based on theories of the gait training program and feedback models for motor learning. This research comes from the smooth intersection of several scientific disciplines sharing the ambition to be part of tomorrow’s healthcare, which is participatory, predictive, preventive, customizable, and evidencebased. Thus, we have contributed to motor rehabilitation sciences by developing an active video game for gait rehabilitation in collaboration with stakeholders. We have investigated more fundamental motor learning notions, notably the importance of game elements and feedback. We have explored the field of information and communication sciences and technologies by developing tools and content usable in augmented reality. The use of an active video game for gait rehabilitation should improve postoperative results, particularly by increasing the motivation and adherence of young people to therapy
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Chisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.

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Over the past 30 years, video games have become a more accepted and increasingly popular form of entertainment. Due to this increase in public interest as well as the increasing complexity of modern video games, researchers have begun to study whether extensive video game experience can affect cognitive and perceptual skills. Of particular interest is whether video game experience affects aspects of visual attention. Recent studies indicate that playing action video games improves performance on a number of visual attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. Results showed that action video game players responded quicker than non-action video game players both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players’ top-down attentional control which in turn can modulate the negative effects of bottom-up attentional capture. Collectively, this work also adds to the literature suggesting that video games can provide a novel form of rehabilitation for individuals living with various cognitive or visual deficits.
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Gribbon, Aidan. "Active Video Games and Energy Balance in Male Adolescents." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32275.

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Active video games (AVG) have been shown to acutely increase energy expenditure when compared to seated video games; however, the compensatory effects on energy intake and subsequent energy expenditure are largely unknown. The main objective of this thesis was to examine the acute effects of AVG on energy intake and expenditure in male adolescents. Our results suggest that male adolescents compensate for one hour of AVG play by decreasing their physical activity levels for the remainder of the day. There was no compensation in acute energy intake with AVG play. The results from this thesis suggest that the benefits of one hour of Kinect™ AVG play are offset within 24 hours in male adolescents. Therefore, caution must be exercised when prescribing AVG for interventions aimed at preventing/treating childhood obesity.
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Books on the topic "Active Video Game"

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The multiplayer classroom: Designing coursework as a game. Boston, Mass: Course Technology, Cengage Learning, 2012.

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Video Game Bible, 1985-2002. Victoria, Canada: Trafford Publishing, 2002.

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The Getaway: Official Strategy Guide. Roseville, CA: Prima Games, 2003.

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Averill, Alan. Conker's Bad Fur Day: The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2001.

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Entertainment, Acclaim. The Official Shadow Man Strategy Guide. Glen Cove, NY: Acclaim Entertainment, Incorporated, 1999.

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Donkey Kong 64: Official Strategy Guide. Indianapolis, IN: BradyGames, 1999.

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Conker's Bad Fur Day Official Strategy Guide. Indianapolis, IN: BradyGames, 2001.

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BradyGames. Toy Story 2: Official Strategy Guide. Indianapolis, IN: BradyGames, 1999.

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Farkas, Bart. Turok: Dinosaur Hunter: Official Game Secrets. Rocklin, Calif: Prima Publishing, Prima Games, 1997.

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Nick, Roberts. Bomberman 64: Unauthorized Game Secrets. Rocklin, USA: Prima Publishing, Prima Games, 1997.

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Book chapters on the topic "Active Video Game"

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Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games, 195–208. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.

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Playing computer games is an active pastime: players are presented with a dynamic game scenario that requires various inputs in order to engage with its core game loop. To do so, the player must constantly pay attention to the game while performing actions to propel gameplay. However, some games can be experienced over multiple levels of engagement. Such games feature levels of engagement that may not require the constant provision of input to offer a meaningful experience. In these games, atmosphere reveals itself as the underlying structure, intricate enough to be experienced in its own right. Ambient music, a term coined by musician Brian Eno, is a genre that is meant to allow for different levels of engagement. This may reach from ambient music being a background accompaniment in a given setting, to being the center of listener attention. This article will identify a type of game that can be perceived in a similar vein. Such a game offers ambient modes of experience: It allows to be experienced over varying levels of engagement and intensities of interactions. The term ambient game is relevant in this context since the music genre of the same name is referenced here. This article will present existing definitions of ambient games that identify parallels between the creation and perception of ambient music and various modes of experiencing digital games. Based on these findings, this article will propose three ambient modes of experience that represent the varying intensities of player interaction within the diegetic boundaries of games.
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Ganiti, Aikaterini, Nikolaos Politopoulos, and Thrasyvoulos Tsiatsos. "The Impact of Background Music on an Active Video Game." In Advances in Intelligent Systems and Computing, 18–28. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_3.

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Hooks, Ed. "Video games." In Acting for Animators, 77–87. Fourth edition. | New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315618272-6.

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Hooks, Ed. "Video games." In Acting for Animators, 73–81. 5th ed. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003289753-23.

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Ziagkas, Efthymios, Vasiliki Zilidou, Nikolaos Politopoulos, Stella Douka, Thrasyvoulos Tsiatsos, and George Grouios. "The Effect of a 12 Week Reaction Time Training Using Active Video Game Tennis Attack on Reaction Time and Tennis Performance." In Advances in Intelligent Systems and Computing, 644–52. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_63.

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Arsenault, Dominic. "Action." In The Routledge Companion to Video Game Studies, 293–301. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-42.

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Feng, Jing, and Ian Spence. "Playing Action Video Games Boosts Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 93–104. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_8.

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Zarzycka, Agata. "Ridiculing the Player: Live-Action Visualisations of Game Experience in YouTube Parody Videos as an Ambivalent Strategy of Self-Fashioning." In Video Games and Comedy, 215–32. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88338-6_11.

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Roque, Nelson A., and Walter R. Boot. "Action Video Games DO NOT Promote Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 105–18. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_9.

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Nae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games, 11–31. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.

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Conference papers on the topic "Active Video Game"

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Winn, Brian M., Wei Peng, and Karin Pfeiffer. "Player guiding in an active video game." In 2011 IEEE International Games Innovation Conference (IGIC). IEEE, 2011. http://dx.doi.org/10.1109/igic.2011.6115107.

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Fei, Dingzhou. "Revisiting the correlation between video game activity and working memory: evidence from machine learning." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002083.

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With the popularity of video games, more and more researchers are trying to understand the relationship between video game activity and cognitive abilities, and one of the important cognitive systems is working memory. Working memory is a limited capacity short-term memory system for processing currently active information and is an important predictor of goal-driven behavioral domains. Its scope of action includes, but is not limited to, fluid intelligence, verbal ability, and mathematical analysis.Due to the importance of working memory for the analysis of human behavior, numerous studies have attempted to describe the architecture and models of working memory. In general, models of working memory can be loosely categorized into content and process models, depending on their focus. The content model focuses on the static material of working memory, which includes mainly verbal and spatial visual material. The process model focuses on the dynamic processes of working memory and includes both Updating and Maintenance of memory.However, this area of research has also been the subject of debate among researchers.Translated with www.DeepL.com/Translator (free version). These disputes involve two main assumptions. According to the so-called core training hypothesis, a potential machine for improving cognitive ability through video games is provided by the so-called core training hypothesis. According to this hypothesis, repeated stress on the cognitive system will induce plastic changes in its neural matrix, leading to improved cognitive response performance. According to this hypothesis, repeated strains of the cognitive system can induce plastic changes in its neural matrix, which is an important reason for the improvement of performance. The other proposed basic mechanism is the meta-learning mechanism, that is, learning how to learn. According to this, video games (especially action games) can improve related motor control skills, such as rule learning, cognitive resource allocation, and probabilistic reasoning skills, which are used in many different situations.A recent study showed that the analysis of certain extreme groups showed that video game players performed better than non-game players in all three WM measurements, and that when extended to the entire sample, video game time and visual space WM and n-back performance. In general, the relationship between cognition and playing video games is very weak.This study used the Waris et al, 2019 dataset to re-investigate the correlation between video game activity and three different dimensions of working memory using seven different supervising learning models. It was concluded that video game activity was most highly correlated with the visuospatial component, slightly less correlated with the mnemonic updating component, and least correlated with the verbal component. This partly confirms Waris et al, 2019's view that the analytic method may be the key to the study.
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Pouliot-Laforte, A., J. Tousignant, M. Lemay, L. Ballaz, and E. Auvinet. "Evaluation of visually guided weight-shifting ability using an active video game." In 2017 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2017. http://dx.doi.org/10.1109/icvr.2017.8007525.

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Garcia, Lucy, Augusto Salazar, Mauricio Garcia, Sayira Hernandez, and Cesar Gomez. "VIDEO GAME ANALYTICS AND DOWN SYNDROME." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-036.

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Today there are many children with Down Syndrome (DS) who have difficulties in the teaching-learning process in general and in particular in mathematics. These difficulties have their primary origin in the intellectual disability that is manifested to a greater or lesser extent in people with DS (PDS) due to a genetic alteration characterized by an additional copy of chromosome 21. This genetic imbalance causes a decrease in the number of neurons and synaptic connections which in turn makes mental and motor processes slower for them than for other people. Notwithstanding the preceding, the population retains its capacity for learning and improvement, even there is no limit to the development of their skill is as long as they provide the right incentives. On the other hand, ICTs have proven to be an inclusive tool with the population in cognitive impairment such as DS. Experts affirm that these people do have interest and can make use of technologies, which constitute a valuable instrument to increase the probability of becoming more independent and active in the community. In this sense, actions have been undertaken to promote the social inclusion of this population by promoting access to ICT, respecting their right to access information and communication. In this way, the digital divide is reduced, and educational, labor and social inclusion are favored. According to the above, the design of a prototype of an educational video game in mathematics that is inclusive with PDS was proposed. This game is based on three own activities of daily living of people who require basic knowledge in mathematics. Each of the activities starts at a basic level of difficulty, and to the extent that the user manages to perform each of them adequately, the difficulty of them will increase. The objective of the first activity of the game is to identify shapes and colors correctly, the other is to count, and the last is to organize elements according to form. Since some users with or without DS can have limitations in language development, the game was designed so that from the same user interaction with the application could be obtained data showing some aspects of the teaching-learning process and familiarization and use of the proposed tool. These analytical data extracted directly from the interaction with the game facilitates the evaluation of it, especially in populations where language is not fully developed and thus have limitations in intelligibility and speech.
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Fargier, Patrick, Valérien Cece, Nicolas Burel, Cédric Roure, and Vanessa Lentillon-Kaestner. "POTENTIAL EFFECTS OF AN ACTIVE VIDEO GAME ON PHYSICAL EDUCATION AND ON MATHEMATICAL LEARNINGS." In 14th International Conference on Education and New Learning Technologies. IATED, 2022. http://dx.doi.org/10.21125/edulearn.2022.1851.

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Jorge, Germano A. Z., and Thiago A. S. Pardo. "SteamBR: a dataset for game reviews and evaluation of a state-of-the-art method for helpfulness prediction." In Brazilian Workshop on Social Network Analysis and Mining. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/brasnam.2023.230132.

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The digital revolution has led to exponential growth in user-generated content, including ratings and reviews, across numerous online platforms. One such platform is Steam, a multifaceted digital distribution network primarily for video games, that also functions as an active social network. Like many e-commerce, travel, and restaurant platforms, Steam users rely heavily on reviews to inform their purchasing decisions. However, the vast amount of data and varying quality of reviews may hinder the utility of such reviews. Furthermore, there is a significant challenge in assessing the helpfulness of recent or less-voted reviews. This study proposes a method for automating review helpfulness evaluation, focusing particularly on Brazilian Portuguese game reviews. The research involved the collection of a large dataset, including 2,789,893 reviews from over 12,000 games, creating a novel dataset for game reviews. Using feature extraction techniques, we were able to capture the metadata, semantic elements, and distributional characteristics present in the reviews. Subsequently, Machine Learning algorithms were employed to perform classification and regression tasks, with the objective of discerning helpful from unhelpful reviews. The achieved results demonstrated that the method was highly effective in predicting review helpfulness.
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Parent, Andree-Anne, and Alain-Steve Comtois. "Pilot project: Feasibility of high-intensity active video game with COPD patients. Tools for home rehabilitation." In 2017 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2017. http://dx.doi.org/10.1109/icvr.2017.8007476.

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Flynn, Rachel. "Acute effects of physically active versus inactive video game play on executive functioning skills in children." In the International Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2282338.2282393.

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Mocanu, Irina, Raluca Caciula, and Lorena Gherman. "IMPROVING PHYSICAL ACTIVITY THROUGH EXERGAMES." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-101.

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An important factor that positively influences people's health is regular exercise. Because of their repetitiveness, however, they can be considered boring, a fact that is discouraging for some practitioners. Serious games have been introduced as a solution to the problem of physical inactivity that is said to be partly caused by traditional video games and have become increasingly popular due to the emergence of consoles such as Nintendo Wii, Xbox One or Playstation that use gesture interaction interfaces. In this new method, traditional games are combined with user-generated moves that help achieve the goals of the game. This paper explores the use of computer games for both improving physical mobility of user and promoting a healthy life style. We describe two different type of exergames developed especially for elderly people. These games aim to motivate users to make exercise at home and does not require medical knowledge. The users will have to make a series of movements in front of a sensor, which will influence the action that an avatar will do in the scene where the game takes place. The first one is composed by two avatars: the avatar of a trainer and the user avatar. The user must reproduce the trainer movements. The user movements are mapped on his avatar and the user can see how he is performing the exercises. The second type of exergame places the user into a scene where he can make different actions, eg. running, picking objects. These actions are made based on the users' movements. In both cases users' movements are captured using the Kinect one sensor. Type of movements are selected based on user profile: age, preferences and medical condition. We evaluate both type of exergames on users of different ages and different medical conditions. In both cases the exergames aim to encourage people to lead an active lifestyle, combining the amusement and the pleasure to play with the benefits of performing specific physical exercises.
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Levac, Danielle E., Stephanie Glegg, Sujata Pradhan, Emily J. Fox, Debbie Espy, Emily Chicklis, and Judith E. Deutsch. "A comparison of virtual reality and active video game usage, attitudes and learning needs among therapists in Canada and the US." In 2019 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2019. http://dx.doi.org/10.1109/icvr46560.2019.8994624.

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Reports on the topic "Active Video Game"

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Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada547670.

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Mai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.

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Mai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.

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Mai, Yiqiang, Kim Geok Soh, Hazizi Abu Saad, Nuannuan Deng, and Qiang Wang. The effects of active video games on psychology among overweight and obese adolescents:A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2024. http://dx.doi.org/10.37766/inplasy2024.1.0084.

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Liu, Chunqing, kim Geok Soh, and Yiqiang Mai. The effect of active video games on weight loss among overweight and obese: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, November 2022. http://dx.doi.org/10.37766/inplasy2022.11.0116.

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Mai, Yiqiang, Kim Geok Soh, Fengmeng Qi, and Yandong Yuan. The effects of active video games on physical activity among overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2022. http://dx.doi.org/10.37766/inplasy2022.1.0128.

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Li, Sen, Yang Song, Zhidong Cai, and Qingwen Zhang. Are Active Video Games Useful In The Development Of Gross Motor Skill Of Non-Typically Developing Children?A Meta-Analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, May 2022. http://dx.doi.org/10.37766/inplasy2022.5.0124.

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