Abstract-Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
Although vertical jumping is often incorporated into physical activity tests for both adults and children, normative data for children and adolescents are lacking in the literature. The objectives of this study were to provide normative data of jump height and predicted peak leg power for males and females aged 10.0-15.9 years. Altogether, 1845 children from 12 state primary and secondary schools in the East of England participated in the study. Each child performed two countermovement jumps, and jump height was calculated using a NewTest jump mat. The highest jump was used for analysis and in the calculation of predicted peak power. Jump height and predicted peak leg power were significantly higher for males than females from the age of 11 years. Jump height and peak power increased significantly year on year for males. For females, jump height and predicted peak leg power reached a plateau after age 12 and 13 years respectively. This study provides normative data that can be used as a tool to classify jumping performance in children aged 10-15 years.
This study provides reference data for handgrip strength in English schoolchildren. Handgrip strength in English children is broadly similar to existing European data, after adjusting for mass and stature. These data could be used for clinical or athletic screening of low and high strength in this population.
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