Time Spent in MVPA During Exergaming with Xbox Kinect in Sedentary College Students
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Upper Extremity Last Updated: 21-10-2017
Results Table Video Game Training – upper extremity Last updated: 21-10-2017 Author, Year Outcome and significance: Sample size Intervention PEDro Score, Country (+) significant (-) not significant Chen et al., 2015 28 patients with chronic Nintendo WiiTM upper extremity training (n=9) At 8 weeks (post-treatment): PEDro score: N/A (quasi- stroke vs. (-) Fugl-Meyer Assessment experimental study design) XaviX®Port upper extremity training (n=11) (-) Box and Block Test Country: Taiwan vs. (-) Functional Independence Measure Conventional upper extremity equipment (n=8) (-) Range of motion (UE - proximal, distal) Treatment details: (+) Motivation and enjoyment interviewer- 30-minutes/session, 3 times/week for 8 weeks. administered questionnaire* Nintendo WiiTM: bowling and boxing games. * Enjoyment was significantly greater in the XaviX®Port: bowling and ladder climbing games. Nintendo WiiTM and XaviX®Port groups vs. Conventional upper extremity equipment: Curamotion conventional rehabilitation group. exerciser and climbing board and bar. All groups also received conventional rehabilitation (physical therapy, occupational therapy) for 1 hour/session, 3 times/week for 8 weeks. Choi et al., 2014 20 patients with Nintendo WiiTM upper extremity training (n=10) At 4 weeks (post-treatment): PEDro score: 8 acute/subacute stroke vs. (-) Fugl-Meyer Assessment – Upper extremity Country: Korea Occupational therapy (OT) upper extremity training score (n=10) (-) Manual Function Test Treatment details: (-) Box and Block Test 30 minutes/session, 5 times/week for 4 weeks. (-) Grip strength (dynamometer) Nintendo WiiTM: Wii Sports and Resort programs (-) Korean version of the Mini-Mental State consisting of 12 games such as swordplay, table tennis, Examination and canoe games performed with the affected UE. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
University of Bath Research Portal
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Bath Research Portal Citation for published version: Mackintosh, KA, Standage, M, Staiano, AE, Lester, L & McNarry, MA 2016, 'Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player Exergaming in Young Adults', Games for Health Journal, vol. 5, no. 6, pp. 375-381. https://doi.org/10.1089/g4h.2016.0015 DOI: 10.1089/g4h.2016.0015 Publication date: 2016 Document Version Peer reviewed version Link to publication Final publication is available from Mary Ann Liebert, Inc., publishers http://dx.doi.org/10.1089/g4h.2016.0015 Copyright©2016 Mary Ann Liebert, Inc. publishers. University of Bath General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 13. May. 2019 1 Running Title: Single- and Dual-player exergaming in adults 2 3 4 5 Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player 6 Exergaming in Young Adults 7 8 Kelly Mackintosh,1 Martyn Standage,2 Amanda E. Staiano,3 Leanne Lester,4 Melitta McNarry1 9 1 College of Engineering, Swansea University, Wales, UK, 2 Department for Health, University of 10 Bath, England, UK, 3 Pennington Biomedical Research Center, 4 School of Sport Science, Exercise 11 and Health, University of Western Australia 12 13 Corresponding Author: Kelly Mackintosh 14 15 1 Abstract 2 Objective: 3 This study investigated the effect of acute exergaming on the physiological and psychosocial responses 4 of young adults and the modulatory effect of a single- or dual-player game play situation. -
Assessment of Enjoyment and Intensity of Physical Activity In
Preprints (www.preprints.org) | NOT PEER-REVIEWED | Posted: 12 August 2019 doi:10.20944/preprints201908.0146.v1 Peer-reviewed version available at Int. J. Environ. Res. Public Health 2019, 16, 3673; doi:10.3390/ijerph16193673 1 Article 2 Assessment of enjoyment and intensity of physical 3 activity in immersive virtual reality on the 4 omni-directional Omni treadmill and Icaros flight 5 simulator in the context of recommendations for 6 health 7 Małgorzata Dębska1, Jacek Polechoński1,*, Arkadiusz Mynarski1, Piotr Polechoński2 8 1 Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 9 Katowice, Poland; [email protected] (M.D.), [email protected] (J.P.), 10 [email protected] (A.M.) 11 2 Faculty of Physiotherapy, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 12 Katowice, Poland; [email protected] (P.P.) 13 * Correspondence: [email protected]; Tel.: +48-32-207-5358 14 15 Abstract: The aim of the study is to assess enjoyment and intensity of physical exercise while 16 practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training 17 devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains 18 the results of subjective research on the usefulness of such a form of PA in the opinion of users. In 19 total, 61 adults (10 women and 50 men) took part in the study. To assess the enjoyment level (EL) 20 Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity 21 was assessed during 10-minute sessions of active video games (AVGs) in IVR based on heart rate 22 (HR). -
(Title of the Thesis)*
DESIGN ASPECTS OF MULTIPLAYER EXERGAMES [TECHNICAL REPORT 2010-571] Tadeusz B. Stach Queen’s University Kingston, Ontario, Canada (February, 2010) Copyright © Tadeusz B. Stach, 2010 Abstract Exergames combine physical movement and entertainment in order to promote physical activity. Multiplayer exergames take advantage of the motivational aspects of group activity by allowing two or more people to play together. Existing research in multiplayer exergames has focused primarily on novel game designs. Currently, there is a lack of understanding on how to support and improve group exercise with exergames. Without a set of design fundamentals, it is difficult to create multiplayer exergames which increase the quality and accessibility of group exercise. This paper synthesizes existing literature into four aspects unique to multiplayer exergames: group formation, play styles, differences in skills and abilities, and quality of exercise. These features make up key design fundamentals specific to multiplayer exergames. ii Table of Contents Abstract ............................................................................................................................................ ii Table of Contents ............................................................................................................................ iii List of Figures .................................................................................................................................. v 1. Introduction ............................................................................................................................. -
Research Article Exergaming Can Be a Health-Related Aerobic Physical Activity
Hindawi BioMed Research International Volume 2019, Article ID 1890527, 7 pages https://doi.org/10.1155/2019/1890527 Research Article Exergaming Can Be a Health-Related Aerobic Physical Activity Jacek PolechoNski ,1 MaBgorzata Dwbska ,1 and PaweB G. Dwbski2 1 Department of Tourism and Health-Oriented Physical Activity, Te Jerzy Kukuczka Academy of Physical Education, Katowice, 40-065, Poland 2Chair and Clinical Department of Psychiatry, School of Medicine with the Division of Dentistry in Zabrze, Medical University of Silesia in Katowice, Poland Correspondence should be addressed to Małgorzata Dębska; [email protected] Received 14 March 2019; Revised 10 May 2019; Accepted 20 May 2019; Published 4 June 2019 Academic Editor: Germ´an Vicente-Rodriguez Copyright © 2019 Jacek Polecho´nski et al. Tis is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Te purpose of the study was to assess the intensity of aerobic physical activity during exergame training sessions with a moderate (MLD) and high (HLD) level of difculty of the interactive program “Your Shape Fitness Evolved 2012” for Xbox 360 Kinect in the context of health benefts. Te study involved 30 healthy and physically ft students. During the game, the HR of the participants was monitored using the Polar M400 heart rate monitor. Te average percentage of maximum heart rate (%HRmax) and heart rate reserve (%HRR) during the game was calculated and referred to the criterion of intensity of aerobic physical activity of American College of Sports Medicine and World Health Organization health recommendations. -
Assessing Older Adults' Usability Challenges Using Kinect-Based
Assessing Older Adults’ Usability Challenges Using Kinect-Based Exergames Christina N. Harrington1, Jordan Q. Hartley1, Tracy L. Mitzner1, and Wendy A. Rogers1 1Georgia Institute of Technology Human Factors and Aging Laboratory, Atlanta, GA {[email protected], [email protected], [email protected], [email protected]} Abstract. Exergames have been growing in popularity as a means to get physical exercise. Although these systems have many potential benefits both physically and cognitively, there may be barriers to their use by older adults due to a lack of design consideration for age-related changes in motor and perceptual capabilities. In this paper we evaluate the usability challenges of Kinect-based exergames for older adults. Older adults rated their interaction with the exergames system based on their perceived usefulness and ease-of-use of these systems. Although many of the participants felt that these systems could be potentially beneficial, particularly for exercise, there were several challenges experienced. We discuss the implications for design guidelines based on the usability challenges assessed. Keywords: older adults, exergames, usability, interface evaluation 1 Introduction The use of commercially designed exergames for physical activity has become widely accepted among a large audience of “wellness gamers” as a means of cognitive and physical stimulation [1]. Exergames are defined as interactive, exercise-based video games where players engage in physical activity via an onscreen interface [2]. These games can be played at home via a player interacting with a computer-simulated competitor, or in a multiplayer mode to encourage social connectivity. Exergames use body movement and gestures as input to responsive motion-detection consoles such as the Nintendo Wii and Balance Board, or Microsoft Xbox 360 with Kinect. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Above and Beyond the Call of Duty Analyse Van De Voorstelling Van De
Universiteit Gent Academiejaar 2011 – 2012 Above and Beyond the Call of Duty Analyse van de voorstelling van de Tweede Wereldoorlog in first person shooter-games d.m.v. een ‘publiekshistorisch’ model Masterproef voorgelegd aan de Faculteit Letteren en Wijsbegeerte voor het behalen van de graad van ‘Master of Arts in de Geschiedenis’ op 10 augustus 2012 Door: Pieter Van den Heede (studentennummer: 00805755) Promotor: Prof. dr. G. Deneckere Commissarissen: A. Froeyman en F. Danniau Universiteit Gent Examencommissie Geschiedenis Academiejaar 2011-2012 Verklaring in verband met de toegankelijkheid van de scriptie Ondergetekende, ………………………………………………………………………………... afgestudeerd als master in de Geschiedenis aan Universiteit Gent in het academiejaar 2011- 2012 en auteur van de scriptie met als titel: ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… ………………………………………………………………………………………………… verklaart hierbij dat zij/hij geopteerd heeft voor de hierna aangestipte mogelijkheid in verband met de consultatie van haar/zijn scriptie: o de scriptie mag steeds ter beschikking worden gesteld van elke aanvrager; o de scriptie mag enkel ter beschikking worden gesteld met uitdrukkelijke, schriftelijke goedkeuring van de auteur (maximumduur van deze beperking: 10 jaar); o de scriptie mag ter beschikking worden gesteld van een aanvrager na een wachttijd van … . jaar (maximum 10 jaar); o de scriptie mag nooit ter beschikking worden gesteld van een aanvrager (maximum- duur van het verbod: 10 jaar). Elke gebruiker is te allen tijde verplicht om, wanneer van deze scriptie gebruik wordt gemaakt in het kader van wetenschappelijke en andere publicaties, een correcte en volledige bronver- wijzing in de tekst op te nemen. Gent, ………………………………………(datum) ………………………………………(handtekening) VOORWOORD Graag wil ik de mensen bedanken die op één of andere manier hebben bijgedragen tot de realisatie van deze masterproef. -
Video Gaming, Physical Activity and Health in Young People Lee
Video Gaming, Physical Activity and Health in Young People Lee Edwin Fisher Graves A thesis submitted in partial fulfilment of the requirements of Liverpool John Moores University for the degreeof Doctor of Philosophy March 2010 Liverpool John Moores University Candidate declaration form Name of candidate: Lee Edwin Fisher Graves School: Sport and Exercise Sciences Degree for which thesis is submitted: Doctor of Philosophy (PhD) 1. Statement of related studies undertaken in connection with the programme of research I have undertakena programmeof related studies that aimed to develop my research skills and competencein understandinga researchproject. 2. Concurrent registration for two or more academic awards I declare that while registered as a candidate for the University's research degree, I have not been a registered candidate or enrolled student for another award of the Liverpool John Moores University or other academic or professional institution. 3. Material submitted for another award I declarethat no material containedin the thesis has been used in any other submission for an academicaward. Signed: Date: Abstract favourably Increasing physical activity (PA) and reducing the time spent sedentary can behaviour by impact health in youth. Active video games discourage sedentary incorporating PA into video gaming, and have the potential for increasing opportunities for, and the promotion of, PA. The aims of this thesis were to a) compare adolescents' b) energy expenditure (EE) whilst playing sedentary and active video games; to EE examine the contribution of upper limb and total body movement to adolescents' whilst playing non-ambulatory active video games; c) to compare the physiological cost and enjoyment of active video gaming with sedentary video gaming and aerobic exercise in adolescents, and young and older adults; and, d) to evaluate the short-term (12 weeks) effects of a home-based active video gaming intervention on children's habitual PA and sedentary time, behaviour preferences, and, body composition, with a mid-test analysis incorporated at 6 weeks. -
Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge
sports Article Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge Amanda M. George, Linda E. Rohr *,† and Jeannette Byrne † Received: 5 November 2015; Accepted: 11 January 2016; Published: 15 January 2016 Academic Editor: Eling de Bruin School of Human Kinetics and Recreation, Memorial University, St. John’s, NL A1C 5S7, Canada; [email protected] (A.M.G.); [email protected] (J.B.) * Correspondence: [email protected]; Tel.: +1-709-864-6202; Fax: +1-709-864-7531 † These authors contributed equally to this work. Abstract: Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination) a child has to confidently participate in physical activity. Active video games (AVG), like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15) physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week). Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06). Manual dexterity significantly improved in males (p = 0.001), and females felt significantly less pressured to engage in PA (p = 0.008). Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy. Keywords: physical literacy; children; active video games; motivation 1. Introduction Physical literacy is an important factor in child development. -
Las Consolas De Juego Del Mañana
Universidad Católica “Nuestra Señora de la Asunción” Ingeniería Electrónica Las consolas de juego del mañana Dorian Hildebrandt 2005 Index 1. Introducción 2. Un poco de Historia de consolas 3. Sony Play Station 3 4. Microsoft Xbox 30 5. Nintendo Revolution 6. Lanzamiento de las consolas y precios 7. Conclusión 8. Bibliografía Las consolas del mañana Las consolas de juegos de la próxima generación prometen un “rendimiento casi sin limites”. En tres consolas de la nueva generación son: La PlayStation 3, Xbox 360 y la Nintendo Revolution. El sector de los videojuegos es hoy uno de los más rentables de la industria del entretenimiento. Para muchos es considerado un nuevo arte. Pero lo que sin duda ha conseguido es revolucionar el ocio y el entretenimiento en el hogar. Hoy en día esta revolución sigue su curso, y si en su primera etapa se aprovechó del potencial de la televisión para desarrollarse en la actualidad son Internet y las conexiones inalámbricas las que llevarán en voladas el desarrollo del sector. Un poco de Historia La historia de los videojuegos se remonta a 1958 cuando Bill Nighinbottham mostró la versión electrónica de un deporte parecido al tenis en una feria tecnológica. El invento no tuvo su reflejo comercial hasta 1971, año en que apareció la Odyssey, sistema que permitía jugar al simulador de Hill en la televisión. Pero el nacimiento de la industria del videojuego no llegó hasta el año 1972, cuando Nolan Bushnell y Ted Dabney fundaron Atari. Bushnell comprendió que la popularización de los videojuegos llegaría a través de las máquinas recreativas de monedas, y contrató a un programador de Odyssey para desarrollar uno de los juegos más exitosos de la historia, Pong.