Effects of Exergaming on Physical Activity in Overweight Individuals

Total Page:16

File Type:pdf, Size:1020Kb

Effects of Exergaming on Physical Activity in Overweight Individuals Sports Med DOI 10.1007/s40279-015-0455-z SYSTEMATIC REVIEW Effects of Exergaming on Physical Activity in Overweight Individuals 1 1 1 Christoph Ho¨chsmann • Michael Schu¨pbach • Arno Schmidt-Trucksa¨ss Ó Springer International Publishing Switzerland 2015 Abstract reviewed journal and analyzing the effects of exergames on Background The majority of patients with overweight objectively measured intensity parameters of PA in over- and type 2 diabetes show insufficient levels of daily weight (body mass index [BMI] C25 kg/m2) adults (mean physical activity (PA) and usually are among the least age C18 years) with and without type 2 diabetes were likely to engage in or adhere to any form of generic PA. included. Study selection, data extraction, and quality Active video games (exergames) may be a solution to assessment were performed independently by two review motivate these individuals to overcome their sedentary authors. Primary outcomes included changes in oxygen lifestyle. uptake (VO2), energy expenditure (EE), heart rate (HR), or Objectives This systematic review was conducted to activity counts. Secondary outcomes were enjoyment of review the current evidence for the effectiveness of treatment, exercise adherence, ratings of perceived exertion exergaming in overweight and type 2 diabetes mellitus and (RPE), changes in body composition, and changes in blood thus to evaluate the suitability of these games to be used as parameters (serum glucose, long-term blood glucose, blood tools for exercise promotion that meet current PA cholesterol, triglycerides, or serum lactate). guidelines. Results Of 2845 records, 14 publications (11 studies) met Methods We searched electronic bibliographic databases the inclusion criteria. All included studies (ten experi- (PubMed, Embase, Web of Science, OpenGrey, and the mental, cross-sectional laboratory studies and one RCT) Cochrane Central Register of Controlled Trials) up to were able to show increases in either VO2, EE, HR, or March 2015. Randomized controlled trials (RCT) and activity counts. However, effects of exergaming in terms of cross-sectional studies published in English in a peer- changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing durations of exergame activity between studies. One of the included studies had a low risk of bias, and three had a high risk of bias; seven studies had an unclear risk of bias as the study description was insuffi- cient. No studies were found investigating the changes in objectively measured PA intensity parameters in patients with type 2 diabetes. Electronic supplementary material The online version of this Conclusion This review suggests that exergames are able article (doi:10.1007/s40279-015-0455-z) contains supplementary material, which is available to authorized users. to increase PA among overweight individuals. However, the inconsistent results and the overall poor or moderate & Arno Schmidt-Trucksa¨ss methodological quality do not permit judgment on whether [email protected] exergames are suitable to meet PA guidelines in this target group. The lack of research regarding the effects of exer- 1 Division of Sports and Exercise Medicine, Department of Sport, Exercise and Health, University of Basel, Birsstrasse games in type 2 diabetes indicates a great need for future 320 B, 4052 Basel, Switzerland research. 123 C. Ho¨chsmann et al. death in the world [5]. Physical inactivity has been reported Key Points to be responsible for 9 % of premature mortality, or [5.3 of the 57 million premature deaths in 2008 [9]. Physical This systematic review identified 11 studies, mainly inactivity is furthermore responsible for 7 % of the burden with high or unclear risk of bias, that investigated the of disease from type 2 diabetes [9]. Eliminating physical effects of various exergames on changes in intensity inactivity would lead to an increased life expectancy of the parameters of PA in overweight individuals. world’s population of 0.68 years [9]. This is comparable to the influence obesity has on life expectancy, which would The degree of increase in oxygen uptake, energy increase by 0.5–0.7 years if normal weight was attained at expenditure, heart rate, or activity counts and thus age 50 [10]. A meta-analysis that included 33 studies and the suitability of the exergame to be used as an 102,980 participants showed that individuals with low fit- exercise promotion is highly dependent on the game ness had a 70 % higher risk for all-cause mortality and a mode, the console, and the duration of play. 56 % higher risk for cardiovascular mortality. In addition, Further high-quality studies investigating the it was estimated that an increase in the maximal aerobic effectiveness of exergames in overweight and capacity by one metabolic equivalent (MET) is associated especially in individuals with type 2 diabetes in the with a 13 and 15 % reduction in risk of all-cause mortality long term are needed. and coronary heart disease, respectively [11]. Additionally, it has been shown that participation in regular physical activity (PA) improves blood glucose control [12, 13] and can prevent or delay the onset of type 2 1 Introduction diabetes [14–17] and its comorbidities [18, 19]. Individuals who regularly engage in moderate exercise such as 30 min Over the past decades, overweight and obesity have become of brisk walking 5 days per week, as recommended by the a global public health issue. In 2014, an estimated 39 % (1.9 American College of Sports Medicine (ACSM), have a billion) of all adults worldwide were overweight and at least 30 % lower risk of developing type 2 diabetes compared 13 % (600 million) obese, with the worldwide obesity with sedentary individuals [18, 20]. prevalence having more than doubled since 1980 [1]. As The benefits of regular PA in overweight or obese proposed by the World Health Organization (WHO), subjects as well in those with type 2 diabetes are hence overweight is defined as a body mass index (BMI) of clearly demonstrated. However, for any PA-promoting C25 kg/m2 and obesity as a BMI C30 kg/m2. Both over- program to be effective, motivation to start and adhere to weight and obesity are defined as ‘‘abnormal or excessive the lifestyle changes is of utmost importance [6]. Lack of fat accumulations that may impair health’’ [1]. Excessive motivation, absence of social support, and disease-related energy intake and insufficient energy expenditure (EE) as a implications such as fatigue or pain are the main reasons result of a sedentary, inactive lifestyle can lead to an that patients with type 2 diabetes [21], as well as over- increased risk of obesity and facilitate the development of weight and obese individuals [22], cease participation in several comorbidities such as cardiovascular disease, type 2 PA-promoting programs. diabetes, and various types of cancer [2, 3]. A new and entertaining way to encourage inactive Type 2 diabetes mellitus in particular has also seen a individuals to be more physically active is active video dramatic increase in prevalence in past years, paralleling gaming or ‘exergaming’—the combination of video gam- that of overweight and obesity. According to the National ing and physical exercise. While conventional video games Diabetes Statistics Report [4], in 2012, over 29 million do not involve a lot of PA and even encourage more people or 9.3 % of the US population had diabetes, 27.8 % sedentary behavior, exergames utilize the time spent in of those as yet undiagnosed. Another 86 million Americans front of the television to promote a playful form of PA. The are estimated to have prediabetes, a condition that includes exercise modes offered through the different exergame insulin resistance and insulin secretory dysfunction and systems vary, but usually include aerobic (the focus of this constitutes a precursor of type 2 diabetes [4]. systematic review) and/or strength and/or balance exer- Both obesity and type 2 diabetes are associated with cises. Because exergames are enjoyable and at the same high levels of inactivity [5, 6] that affect the physical and time do not take away time from screen-viewing activities, mental health status negatively and constitute an important they are a promising approach to increase PA in individuals contributor to the development of the abovementioned who are among the least likely to engage in regular PA comorbidities [5, 7]. In 2008, globally, 31 % of all adults [23]. aged C15 years were insufficiently active [8], resulting in Several studies have examined the benefits of physical inactivity now being the fourth leading cause of exergaming in children and adolescents. A review by 123 Effects of Exergaming on Physical Activity in Overweight Sween et al. [24] focused on EE during exergame play in 2.3 Study Selection different healthy populations with various age groups and showed that increases in EE of up to 300 % above resting Articles were included if the intervention was defined as levels can be reached, while the majority of active video exergaming, active video game, serious game, video- or games tested were found to achieve PA levels of moderate computer-based, or a combination of these expressions and intensity. It remains unclear whether overweight or obese objectively measured intensity parameters of PA such as adults and those with type 2 diabetes can reach similar VO2, EE, METs, heart rate (HR), activity counts, or exercise intensities during exergame play, allowing them to assessed steps per
Recommended publications
  • Discussing on Gamification for Elderly Literature, Motivation and Adherence
    Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • A Systematic Review on the Effectiveness of Gamification Features in Exergames
    Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes.
    [Show full text]
  • Video Games Review DRAFT5-16
    Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends ..........................................................................................................
    [Show full text]
  • The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy
    International Conference on Virtual Rehabilitation 2011 Rehab Week Zurich, ETH Zurich Science City, Switzerland, June 27 - 29, 2011 The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy Julie Doyle, Daniel Kelly, Matt Patterson and Brian Caulfield, Member, IEEE AbstractPoor exercise technique and lack of adherence technology as input into therapeutic exergaming provides a during home exercise are implicated in preventing a full measure of objective feedback for both the therapist and the recovery to peak physical function during rehabilitation. It is patient. Making rehabilitation engaging or fun can increase a widely believed that therapeutic exergaming has the potential patient's motivation to adhere to their exercise programme at to solve these issues. However, the field is still young and there home and it is widely believed that a gaming environment is little empirical evidence supporting, in particular, its effectiveness in helping the patient to maintain correct can provide this fun, motivating context [6], [7], [8]. technique. In this paper we present preliminary results from a In fact, much research into rehabilitation through study to examine the effects that visual feedback during technology stresses the importance of feedback to motivate exergaming has on a person's accuracy in performing a motor the rehabilitation process [5], [9]. There is much less task. Our study showed that interacting with a game discussion on the equally important topic of whether such incorporating simple visual feedback results in improved technology can ensure maintenance of correct technique accuracy compared to performing exercise from memory or with limited feedback in the form of an instructional video when exercising.
    [Show full text]
  • 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).
    [Show full text]
  • Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
    EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise.
    [Show full text]
  • (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 .............................................................................................................................
    [Show full text]
  • Virtual Reality Exercise Games for High School Students with Intellectual and Developmental Disabilities
    Article Journal of Special Education Technology 1-10 ª The Author(s) 2019 Virtual Reality Exercise Games Article reuse guidelines: sagepub.com/journals-permissions for High School Students With Intellectual DOI: 10.1177/0162643419836416 and Developmental Disabilities journals.sagepub.com/home/jst Don D. McMahon1, Brenda Barrio1, Amanda K. McMahon2, Kristen Tutt3, and Jonah Firestone1 Abstract Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across participants design. Data were collected on each student’s total amount of time engaged in exercise and heart rate. Results indicate that all students increased the duration and intensity of their physical activity when using the VR exercise gaming (exergaming) intervention. The VR exergaming intervention increased the duration and intensity of the students’ exercise sessions. Results are discussed in terms of applying VR and other emerging technologies to support the exercise health needs of the individual in the study. Keywords virtual reality, intellectual disability, autism, exercise, exergaming The prevalence of individuals with intellectual and develop- (Eckel & Krauss, 1998). The Centers for Disease Control and mental disabilities (IDD) among the general population Prevention (2014) report 19.8% of youth with an intellectual is approximately 6.5 million people in the United States and disability and 31.8% of youth with autism are obese, compared 1–3% globally according to the American Association of IDD to 13.1% of youth without IDD.
    [Show full text]
  • Can Active Video Games Improve Physical Activity in Adolescents? a Review of RCT
    International Journal of Environmental Research and Public Health Review Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT Wanda M. Williams * and Cynthia G. Ayres School of Nursing, Rutgers University, the State University of New Jersey, Camden, NJ 08102-1530, USA; [email protected] * Correspondence: [email protected] Received: 14 December 2019; Accepted: 15 January 2020; Published: 20 January 2020 Abstract: 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.
    [Show full text]
  • 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.
    [Show full text]