Journal articles on the topic 'Active video games'
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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.
Full textScharrer, 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.
Full textHenry, 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.
Full textCortis, 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.
Full textChaput, 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.
Full textLenzer, J. "US heart association endorses active video games." BMJ 340, may25 2 (2010): c2802. http://dx.doi.org/10.1136/bmj.c2802.
Full textFoley, 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.
Full textMerino-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.
Full textTreglia, 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.
Full textLiang, 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.
Full textBarnett, 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.
Full textMaddison, 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.
Full textBaranowski, 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.
Full textEquils, 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.
Full textThornton, 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.
Full textWhite, 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.
Full textHulteen, 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.
Full textHaddock, 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.
Full textPeng, 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.
Full textJanssen, 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.
Full textWilliams, 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.
Full textGonzález-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.
Full textVaghetti, 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.
Full textMathieu, 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.
Full textHaischer-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.
Full textSun, 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.
Full textGraf, 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.
Full textEvans, 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.
Full textHernández-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.
Full textValencia-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.
Full textHowie, 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.
Full textRichter, 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.
Full textChaput, 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.
Full textHowe, 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.
Full textPerrier-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.
Full textGuy, 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.
Full textRobert, 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.
Full textRauber, 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.
Full textLin, 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.
Full textKlisans, 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.
Full textAygun, 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.
Full textChukhlantseva, 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.
Full textOhi, 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.
Full textCortis, 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.
Full textKlug, 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.
Full textTaylor, 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.
Full textBonnechère, 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.
Full textLee, 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.
Full textTaylor, 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.
Full textHaviv, 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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