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1

Kirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (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 (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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Henry, Isaac, and Greg Farnell. "Energy Cost of Active Video Games." Medicine & Science in Sports & Exercise 46 (May 2014): 385. http://dx.doi.org/10.1249/01.mss.0000494328.90114.67.

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Cortis, Cristina, Giuseppe F. Giancotti, Giuseppe Razzano, et al. "Energy Expenditure during Active Video Games." Medicine & Science in Sports & Exercise 47 (May 2015): 768. http://dx.doi.org/10.1249/01.mss.0000478833.87212.61.

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Chaput, Jean-Philippe. "Do active video games increase food intake?" American Journal of Clinical Nutrition 94, no. 4 (2011): 1155. http://dx.doi.org/10.3945/ajcn.111.022400.

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Lenzer, J. "US heart association endorses active video games." BMJ 340, may25 2 (2010): c2802. http://dx.doi.org/10.1136/bmj.c2802.

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Foley, Louise, and Ralph Maddison. "Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality?" Pediatric Exercise Science 22, no. 1 (2010): 7–20. http://dx.doi.org/10.1123/pes.22.1.7.

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There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerised searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.
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Merino-Campos, Carlos, and Héctor Del Castillo Fernández. "Los beneficios de los videojuegos interactivos: una aproximación educativa y una revisión sistemática de la actividad física." Journal of New Approaches in Educational Research 5, no. 2 (2016): 115–22. http://dx.doi.org/10.7821/naer.2016.7.164.

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<p class="AbstractText">This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual skills, knowledge, motor skills and physical properties associated with physical activity and physical education. A second aim will be to determine the effectiveness of active video games compared with traditional approaches to physical activity. From this perspective, a systematic literature search from relevant international databases was conducted from January to July 2015 in order to find papers published in journals or conference proceedings from January 2010 onwards. Then, 2648 references were identified in database searches and 100 of these papers met the inclusion criteria. Two main conclusions are to be drawn from this research. Firstly, controlled studies demonstrate that active video games increase capacities in relation to physical activity and education. Secondly, Research also shows that physical activity interventions designed and measured using behavioural theories are more likely to be successful in comparison with traditional exercise activities.</p>
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9

Treglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.

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This essay aims, through a hermeneutic-argumentative approach, to present some ideas for inclusive teaching, starting with an educational re-evaluation of video games, for years considered a mere form of entertainment. Their use as educational mediators is a useful response to the needs of a school that is increasingly aware of the educational needs of all pupils. Through the recovery of the recreational dimension and the Accessibility paradigm, it is possible to offer teachers guidance and design insights in order to create educational itineraries of inclusion, finding in video games a possible tool capable of engaging the class in common activities, on the basis of equal opportunities and active participation, additionally for the development of digital skills.
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10

Liang, Yan, Patrick W. C. Lau, Yannan Jiang, and Ralph Maddison. "Getting Active with Active Video Games: A Quasi-Experimental Study." International Journal of Environmental Research and Public Health 17, no. 21 (2020): 7984. http://dx.doi.org/10.3390/ijerph17217984.

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Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors among children. Eighty-seven children (intervention n = 30) were recruited from one primary school. Classes in Grades 4–6 were allocated to either the intervention group or the control group in a 2:1 ratio. The eight-week intervention involved children playing AVGs in an after-school class twice a week. Participants in the control group continued with their usual activities. Outcome included the change of participants in sedentary time, PA, percentage body fat, body mass index (BMI), and psychosocial variables (enjoyment, self-efficacy and social support), from baseline to eight weeks. No significant group differences were observed in sedentary time (−33.9 min/day, 95% CI −70.8 to 4.8; p = 0.07). The intervention group significantly increased total PA (53.7 counts/min, 95% CI 8.6 to 104.2; p = 0.04) compared with those in the control condition. No differences were found in body composition and psychosocial variables. However, significant treatment effects were found on BMI z score among boys (−0.1, 95% CI −0.2 to 0; p = 0.04). An eight-week school-based AVG intervention delivered during after-school hours was effective in increasing activity levels among Hong Kong children. The treatment effects of AVGs on sedentary behavior and body composition need to be further demonstrated in a more robust study, especially in boys.
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Barnett, Anthony, Ester Cerin, and Tom Baranowski. "Active Video Games for Youth: A Systematic Review." Journal of Physical Activity and Health 8, no. 5 (2011): 724–37. http://dx.doi.org/10.1123/jpah.8.5.724.

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Background:A population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA.Method:Studies on AVG play energy expenditure (EE) and maintenance of play in youth were systematically identified in the published literature and assessed for quality and informational value.Results:Nine studies measuring AVG play EE were identified. The meta-analytic estimates of average METs across these studies were 3.1 (95% CI: 2.6, 3.6) to 3.2 (95% CI: 2.7, 3.7). No games elicited an average EE above the 6 MET threshold for vigorous EE. Observed differences between studies were likely due to the different types of games used, rather than age or gender. Four studies related to maintenance of play were identified. Most studies reported AV G use declined over time. Studies were of low-to-medium quality.Conclusion:AVGs are capable of generating EE in youth to attain PA guidelines. Few studies have assessed sustainability of AV G play, which appears to diminish after a short period of time for most players. Better-quality future research must address how AV G play could be maintained over longer periods of time.
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Maddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.

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This study sought to quantify the energy expenditure and physical activity associated with playing the “new generation” active and nonactive console-based video games in 21 children ages 10–14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129–400%), heart rate (43–84%), and activity counts (122–1,288 versus 0–23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
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13

Baranowski, Tom. "Are active video games useful to combat obesity?" American Journal of Clinical Nutrition 101, no. 6 (2015): 1107–8. http://dx.doi.org/10.3945/ajcn.115.110221.

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14

Equils, O. "Do Active Video Games Improve Children's Movement Skills?" AAP Grand Rounds 34, no. 4 (2015): 44. http://dx.doi.org/10.1542/gr.34-4-44.

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15

Thornton, Ashleigh, Brendan Lay, Michael Rosenberg, Joanna Granich, and Rebecca Braham. "Quantifying Fundamental Movement Skills During Active Video Games." Journal of Motor Learning and Development 2, no. 3 (2014): 55–62. http://dx.doi.org/10.1123/jmld.2014-0039.

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This study sought to explore the type of fundamental movement skills (FMS) performed during Active Video Game (AVG) play, as well as the frequency with which these FMS are performed. In addition, this study aimed to determine the relationship between FMS performance and energy expenditure during 15 min of AVG play across two Microsoft Xbox Kinect AVGs. Fundamental movement skills were observed via video by two raters and energy expenditure derived using Actiheart monitors in children aged 10–15 years. Six different FMS were observed during AVG play with differences in the number of FMS performed between the two AVGs. The overall energy expended (Joules/kg/minute), however, was similar between the AVGs, suggesting the frequency of FMS did not influence overall energy expended during play. The movements observed during AVG play that possibly accounted for the energy expenditure, were not of a quality that could be classified as FMS. This research demonstrates that children playing these two games have the opportunity to repeatedly perform mostly two FMS, namely jumping and dodging. The goal of the AVGs, however, could be achieved with generalized movements that did not always meet the criteria to be classified as a FMS.
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White, Kate, Grant Schofield, and Andrew E. Kilding. "Energy expended by boys playing active video games." Journal of Science and Medicine in Sport 14, no. 2 (2011): 130–34. http://dx.doi.org/10.1016/j.jsams.2010.07.005.

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17

Hulteen, Ryan M., Nicola D. Ridgers, Tara M. Johnson, Robin R. Mellecker, and Lisa M. Barnett. "Children's Movement Skills When Playing Active Video Games." Perceptual and Motor Skills 121, no. 3 (2015): 767–90. http://dx.doi.org/10.2466/25.10.pms.121c24x5.

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18

Haddock, Bryan L., Linda D. Wilkin, Shannon R. Siegel, and Stephen J. Kinzey. "Do Active Video Games Help Children Lose Weight?" Medicine & Science in Sports & Exercise 41 (May 2009): 554. http://dx.doi.org/10.1249/01.mss.0000356235.28305.e7.

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19

Peng, Wei, Julia C. Crouse, and Jih-Hsuan Lin. "Using Active Video Games for Physical Activity Promotion." Health Education & Behavior 40, no. 2 (2012): 171–92. http://dx.doi.org/10.1177/1090198112444956.

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20

Janssen, Ian. "Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health." Journal of Adolescent Health 59, no. 5 (2016): 517–22. http://dx.doi.org/10.1016/j.jadohealth.2016.07.007.

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21

Williams, Wanda M., and Cynthia G. Ayres. "Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT." International Journal of Environmental Research and Public Health 17, no. 2 (2020): 669. http://dx.doi.org/10.3390/ijerph17020669.

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Children and adolescents are not meeting the required federal physical activity (PA) guidelines established by the United States Department of Health and Human Services. It is critical that a regular pattern of PA is established in their youth to ensure ongoing PA into adulthood. However, many programs implemented during adolescence have shown limited effects, stressing the need for more innovative approaches to generate more interest and maintenance of PA behavior in this age group. Active video games (AVGs) or exergaming may prove to be an innovate process to improve PA in children and adolescents. A literature review was conducted to explore if active video games or exergaming could be an effective intervention to improve physical activity in adolescents. Active video games, also called “exergames”, are a category of video games that require movement or physical exertion to play the game. The methodology consisted of searching Academic Search Premier, CINAHL, The Cochrane Library, ERIC, PubMed, and Web of Science databases. Inclusion criteria involved only youth aged 12 to 19 years, randomized controlled trials (RCTs), and studies within the last 12 years. The following search terms were used: exergaming or active video games; physical activity or exercise; adolescents or youth; RCT or randomized clinical trial. The outcome indicates that exergaming or active video games can be an effective tool to improve PA in adolescents that will be more acceptable and sustainable than many conventional approaches.
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González-González, Carina S., Nazaret Gómez del Río, Pedro A. Toledo-Delgado, and Francisco José García-Peñalvo. "Active Game-Based Solutions for the Treatment of Childhood Obesity." Sensors 21, no. 4 (2021): 1266. http://dx.doi.org/10.3390/s21041266.

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Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children.
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Vaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.

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Abstract Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
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Mathieu, Marie-Eve, and Lisa Kakinami. "Active video games could be the solution to the increased energy intake reported with sedentary video games." American Journal of Clinical Nutrition 94, no. 4 (2011): 1150–51. http://dx.doi.org/10.3945/ajcn.111.022202.

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Haischer-Rollo, G. H. "Active Video Games: the New Age of Physical Activity?" AAP Grand Rounds 29, no. 2 (2013): 17. http://dx.doi.org/10.1542/gr.29-2-17.

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Sun, Haichun. "Operationalizing physical literacy: The potential of active video games." Journal of Sport and Health Science 4, no. 2 (2015): 145–49. http://dx.doi.org/10.1016/j.jshs.2015.03.006.

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27

Graf, D. L., L. V. Pratt, C. N. Hester, and K. R. Short. "Playing Active Video Games Increases Energy Expenditure in Children." PEDIATRICS 124, no. 2 (2009): 534–40. http://dx.doi.org/10.1542/peds.2008-2851.

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28

Evans, Eric J., Keith E. Naugle, Tyler Owen, and Kelly M. Naugle. "Active Gaming: It Is Not Just for Young People." Journal of Aging and Physical Activity 28, no. 5 (2020): 731–39. http://dx.doi.org/10.1123/japa.2019-0303.

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Whether active gaming is an appropriate method to facilitate moderate-intensity physical activity in older adults remains unclear. The purpose of this study was to evaluate the intensity of physical activity and enjoyment while playing three active video games in older adults compared with younger adults. Ten younger and 10 older adults played three active games on separate days. Participants played two 15-min periods per game: one period at a self-selected intensity and one period with structured instructions to maximize the movement. Physical activity intensity and enjoyment were measured during gameplay. The results indicated that older adults played games at significantly higher intensities (5.3 + 1.8 vs. 3.6 + 1.8 metabolic equivalents), spent less time in whole-body sedentary activity, and rated games more enjoyable compared with younger adults. With physical activity intensity being consistent with moderate-to-vigorous intensity for older adults during gameplay, the results suggest that active video games could be used as a cardiovascular tool for older adults.
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Hernández-Jiménez, Carlos, Raquel Sarabia, María Paz-Zulueta, et al. "Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies." International Journal of Environmental Research and Public Health 16, no. 13 (2019): 2424. http://dx.doi.org/10.3390/ijerph16132424.

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Objective: To study the impact of active video games on Body Mass Index (BMI) in children and adolescents. Design and Methods: A systematic review and meta-analysis. Data were pooled in meta-analysis using the method of random effects or fixed effects, as appropriate, after examination of statistical heterogeneity. Data sources and eligibility criteria for selecting studies. A comprehensive literature research was conducted in Medline (PubMed), ISI web of Knowledge, and SCOPUS up to April 2018, in relation to clinical trials (both controlled and non-controlled) in children and adolescents, whose intervention was based on active video games. Results: The overall intragroup effect of the intervention based on active video games was in favor of the intervention, reaching statistical significance using the fixed effects model: (standardized mean difference (SMD) = −0.138; 95% CI (−0.237 to −0.038), p = 0.007 and was of borderline statistical significance in the random effects model: SMD= −0.191; 95% CI (−0.386 to 0.003), p = 0.053. The individual results of the determinations of the 15 included studies for this analysis showed a high heterogeneity among them (I2 = 82.91%). When the intervention was applied to children and adolescents with greater than or equal to 85 (overweight or obese) BMI percentile showed a greater effect in favor of the active video games: SMD= −0.483, p = 0.012. The overall intra-group effect in the control group was close to zero (SMD = 0.087). With respect to the non-standardized mean difference (MD) between groups, it was also in favor of active video games for both BMI (Kg/m2): DM = −0.317, 95% CI (−0.442 to −0.193), p = < 0.001 and BMI z-score: DM = −0.077, 95% CI (−0.139 to −0.016), p = 0.013. Conclusions: Our meta-analysis show a statistically significant effect in favor of using active video games on BMI in children and adolescents. The clinical relevance of this positive effect must be evaluated.
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Valencia-Peris, Alexandra, Joan Úbeda-Colomer, Jorge Lizandra, Carmen Peiró-Velert, and José Devís-Devís. "Active Gaming Prevalence and Correlates by Type of Day in Spanish Youth." Journal of Physical Activity and Health 16, no. 9 (2019): 715–21. http://dx.doi.org/10.1123/jpah.2018-0448.

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Background: Active gaming has emerged as a new option to foster physical activity in youth. The aim of this study was to estimate the prevalence of active gaming in adolescents, to determine differences between active and nonactive gamers by type of day, and to examine predictors of being an active gamer. Methods: A cross-sectional study was conducted with 3095 Spanish adolescents aged 12 to 18 years who self-reported their involvement in moderate to vigorous physical activity, sedentary behaviors, and active gaming. Those engaging in active gaming for at least 10 minutes per day were considered active gamers. Student’s 2-tailed t tests, chi-square test, and binomial logistic regression were performed. Results: About 25.9% of the adolescents were active gamers. They were younger, had higher body mass index, and spent more time on moderate to vigorous physical activity, television viewing, and sedentary video games with computer/console than nonactive gamers. There were more active gamers on weekends than on weekdays. On weekdays, more males than females were active gamers. Adolescents who did not meet sleep time guidelines were more likely to be active gamers on weekdays, whereas on weekends, being a girl, overweight/obese, and having a high socioeconomic status were predictors of being an active gamer. Conclusion: Because active gaming may contribute to meeting physical activity guidelines, the present findings could enable better targeting of physical activity promotion programs.
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Howie, Erin K., Joanne A. McVeigh, and Leon M. Straker. "Comparison of Compliance and Intervention Outcomes Between Hip- and Wrist-Worn Accelerometers During a Randomized Crossover Trial of an Active Video Games Intervention in Children." Journal of Physical Activity and Health 13, no. 9 (2016): 964–69. http://dx.doi.org/10.1123/jpah.2015-0470.

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Background:There are several practical issues when considering the use of hip-worn or wrist-worn accelerometers. This study compared compliance and outcomes between hip- and wrist-worn accelerometers worn simultaneously by children during an active video games intervention.Methods:As part of a larger randomized crossover trial, participants (n = 73, age 10 to 12 years) wore 2 Actical accelerometers simultaneously during waking hours for 7 days, on the hip and wrist. Measurements were repeated at 4 timepoints: 1) at baseline, 2) during traditional video games condition, 3) during active video games condition, 4) during no video games condition. Compliance and intervention effects were compared between hip and wrist.Results:There were no statistically significant differences at any timepoint in percentage compliance between hip (77% to 87%) and wrist (79% to 89%). Wrist-measured counts (difference of 64.3 counts per minute, 95% CI 4.4–124.3) and moderate-to-vigorous physical activity (MVPA) (12 min/day, 95% CI 0.3–23.7) were higher during the no video games condition compared with the traditional video games condition. There were no differences in hip-measured counts per minute or MVPA between conditions or sedentary time for hip or wrist.Conclusions:There were no differences in compliance between hip- and wrist-worn accelerometers during an intervention trial, however, intervention findings differed between hip and wrist.
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Richter, Jeremy, Stephen J. Kinzey, Shanon R. Siegel, Linda D. Wilkin, Brent Lukacs, and Bryan L. Haddock. "Heart Rate Response To Free Play Of Active Video Games." Medicine & Science in Sports & Exercise 41 (May 2009): 553. http://dx.doi.org/10.1249/01.mss.0000356232.74939.57.

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Chaput, Jean-Philippe, Allana G. LeBlanc, Allison McFarlane, et al. "Active Healthy Kids Canada's Position on Active Video Games for Children and Youth." Paediatrics & Child Health 18, no. 10 (2013): 529–32. http://dx.doi.org/10.1093/pch/18.10.529.

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34

Howe, Cheryl A., Marcus W. Barr, Brett C. Winner, Jenelynn R. Kimble, and Jason B. White. "The Physical Activity Energy Cost of the Latest Active Video Games in Young Adults." Journal of Physical Activity and Health 12, no. 2 (2015): 171–77. http://dx.doi.org/10.1123/jpah.2013-0023.

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Background:Although promoted for weight loss, especially in young adults, it has yet to be determined if the physical activity energy expenditure (PAEE) and intensity of the newest active video games (AVGs) qualifies as moderate-to-vigorous physical activity (MVPA; > 3.0 METs). This study compared the PAEE and intensity of AVGs to traditional seated video games (SVGs).Methods:Fifty-three young adults (18−35 y; 27 females) volunteered to play 6 video games (4 AVGs, 2 SVGs). Anthropometrics and resting metabolism were measured before testing. While playing the games (6−10 min) in random order against a playmate, the participants wore a portable metabolic analyzer for measuring PAEE (kcal/min) and intensity (METs). A repeated-measures ANOVA compared the PAEE and intensity across games with sex, BMI, and PA status as main effects.Results:The intensity of AVGs (6.1 ± 0.2 METs) was significantly greater than SVGs (1.8 ± 0.1 METs). AVGs elicited greater PAEE than SVGs in all participants (5.3 ± 0.2 vs 0.8 ± 0.0 kcal/min); PAEE during the AVGs was greater in males and overweight participants compared with females and healthy weight participants (p’s < .05).Conclusions:The newest AVGs do qualify as MVPA and can contribute to the recommended dose of MVPA for weight management in young adults.
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Perrier-Melo, Raphael José, Jorge Luis de Brito-Gomes, Matheus Santos de Sousa Fernandes, Sandro Vinicius Vidal de Negreiros Pereira, and Manoel Da Cunha Costa. "INCIDÊNCIA DE LESÕES COM A PRÁTICA DE VIDEOGAMES ATIVOS." Manual Therapy, Posturology & Rehabilitation Journal 13 (May 19, 2015): 211. http://dx.doi.org/10.17784/mtprehabjournal.2015.13.211.

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Introduction: The active video games (AVGs) emerge in order to enhance the participation of physical activity (PA) in sedentary people. However, it has been seen that the practice is associated with the development of many lesions. Objectives: To present a review of the major injuries reported during and/or after the session with active video games. Method: The procedure of search of the literature was composed by two researchers independently (RJ) and (JL), in databases: Bireme®, PubMed®, Scopus® and Web of Knowledge®, between the years 2006 (year of creation and sales of Nintendo Wii) to 2014, only in the english language. Results: Initially identified 664 articles. However, after the selection criteria thirteen papers were selected and analyzed, all were performed with the console Nintendo Wii. Moreover, it can be noted that the games presented a framework of injury with the degree of light to vigorous. Being the major injuries around the shoulder joint and knee. Conclusion: The sports games especially Wii tennis and Wii bowling are the ones generated under higher incidence of injuries with the practice of active video games.
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Guy, Stacey, Alexandria Ratzki-Leewing, and Femida Gwadry-Sridhar. "Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity." International Journal of Hypertension 2011 (2011): 1–13. http://dx.doi.org/10.4061/2011/179124.

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Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity arises to investigate the potential of video games to promote healthful behaviour. Our objective was to systematically review the literature for possible benefits of active and educational video games targeting diet and physical activity in children. A review of English-language journal articles from 1998 to 2011 using EMBASE and PubMed was conducted. Thirty-four studies concerned with children, video games, physical, and/or nutritional outcomes were included. Results of these studies that showed some benefit (increased physical activity and nutritional knowledge as a result of gaming) demonstrate the possibility of video games to combat childhood obesity—looking beyond the stigma attached to gaming.
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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 (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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Rauber, Suliane Beatriz, Pierre Soares Brandão, José Fernando Vila Nova de Moraes, et al. "OXYGEN CONSUMPTION AND ENERGY EXPENDITURE DURING AND AFTER STREET GAMES, ACTIVE VIDEO GAMES AND TV." Revista Brasileira de Medicina do Esporte 24, no. 5 (2018): 338–42. http://dx.doi.org/10.1590/1517-869220182405184575.

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ABSTRACT Introduction: Physical activity has become less frequent since the 1980s, even among more active children. Objective: To analyze excess post-exercise oxygen consumption (EPOC) and total energy expenditure (TEE) in children during and after three different activities. Methods: Sixteen healthy children (9.6±0.1 yrs.) randomly underwent the following procedures lasting 30 minutes on different days: (a) traditional games (PLAY), (b) active video game (Dance Dance Revolution; DDR), and (c) watching television (TV). Oxygen consumption (VO2) was measured at rest, at the 10th, 20th, and 30th minute of intervention, and for 40 minutes post-intervention. TEE was also measured. Results: At the end of intervention, VO2 had increased by 330% and 166% for PLAY and DDR, respectively, compared to the rest. EPOC in PLAY was seen to occur at the 10th, 20th, and 30th post-interventional minutes from 7.00±1.02 (at rest) to 10.83±0.94, 10.03±0.58, and 9.80±0.77mL.kg-1.min-1, respectively. However, EPOC in DDR occurred at only the 10th postinterventional minute (7.04 to 8.61 mL.kg-1.min-1; p<0.01). After intervention, TEE in PLAY was greater than in DDR and TV (112.08±19.45 vs 56.98±6.34 vs 36.39±4.5 kcal; p<0.01), respectively. Conclusions: PLAY induced children to reach a greater VO2 during activity and greater EPOC and TEE compared to DDR and TV. Level of evidence A1b; Crossover study.
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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 (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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Klisans, Daniela E. Vazquez, and Nicholas J. Kelling. "Psycognia: The Development of a Passive Gaming Environment for Use in Undergraduate Psychology Classes." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 412–16. http://dx.doi.org/10.1177/1541931213601585.

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Research has shown that games are able to engender educational settings that better the process of learning and enhance the execution and achievement of tasks. These studies, however, have only used games with automatic, responsive interfaces, or active games. Although effective, these video games necessitate the expenditure of human, physical, and monetary resources, and are, therefore, not inclusive of all populations. Alternatively, passive games are structured around the same principles as active games, but do not require programmed platforms. This study presents the theoretical design, development and implications of a passive game that is to be used in undergraduate psychology classes.
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Aygun, Cihan, and Hayriye Cakir-Atabek. "The futuristic model for physical activity and exercise: active video games." Physical Activity Review 6 (2018): 45–53. http://dx.doi.org/10.16926/par.2018.06.07.

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Chukhlantseva, Natalia, and Artem Chukhlantsev. "The Use of Active Video Games in Physical Education and Sport." Path of Science 3, no. 2 (2017): 4.1–4.11. http://dx.doi.org/10.22178/pos.19-5.

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Ohi, T., R. Teraoka та N. Yasuda. "Effects of active-video playing games on salivary α-amylase activity". Journal of Science and Medicine in Sport 15 (грудень 2012): S146. http://dx.doi.org/10.1016/j.jsams.2012.11.353.

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Cortis, Cristina, Giuseppe Francesco Giancotti, Santiago Pacifico Sanhueza Alfaro, Michela Paone, Simona Marcucci, and Laura Capranica. "Virtual or Real? A Closer Look to Zumba Active Video Games." Medicine & Science in Sports & Exercise 46 (May 2014): 80. http://dx.doi.org/10.1249/01.mss.0000493409.42598.fd.

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Klug, Nicholas R., Bryan D. Barsaga, Linda D. Wilkin, Shannon R. Siegel, and Bryan L. Haddock. "Can Active Video Games Expend Enough Energy to Meet ACSM's Guidelines?" Medicine & Science in Sports & Exercise 43, Suppl 1 (2011): 266–67. http://dx.doi.org/10.1249/01.mss.0000400731.84645.70.

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Taylor, Lynne M., Ngaire Kerse, Tara Frakking, and Ralph Maddison. "Active Video Games for Improving Physical Performance Measures in Older People." Journal of Geriatric Physical Therapy 41, no. 2 (2018): 108–23. http://dx.doi.org/10.1519/jpt.0000000000000078.

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Bonnechère, Bruno, Lubos Omelina, Katarina Kostkova, Serge Van Sint Jan, and Bart Jansen. "The end of active video games and the consequences for rehabilitation." Physiotherapy Research International 23, no. 4 (2018): e1752. http://dx.doi.org/10.1002/pri.1752.

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Lee, Jung Eun, Ping Xiang, and Zan Gao. "Acute effect of active video games on older children's mood change." Computers in Human Behavior 70 (May 2017): 97–103. http://dx.doi.org/10.1016/j.chb.2016.12.060.

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Taylor, Lynne M., Ralph Maddison, Leila A. Pfaeffli, Jonathan C. Rawstorn, Nicholas Gant, and Ngaire M. Kerse. "Activity and Energy Expenditure in Older People Playing Active Video Games." Archives of Physical Medicine and Rehabilitation 93, no. 12 (2012): 2281–86. http://dx.doi.org/10.1016/j.apmr.2012.03.034.

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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
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