Acute cognitive benefits, such as temporary improvements in concentration, can result from as few as ten minutes of exercise; however, most people do not take exercise breaks throughout the day. To motivate people to receive the cognitive benefits of exercising in short bursts multiple times per day, we designed an engaging casual exergame. To determine whether there are cognitive benefits after playing our game, we conducted two studies to compare playing ten minutes of our casual exergame to a sedentary version of the game or exercise on a treadmill. We found acute cognitive benefits of the casual exergame over the sedentary version (but not treadmill exercise), demonstrated by significantly improved performance on two cognitive tests that require focus and concentration. Significant improvements were also found in participants' affective states after playing the casual exergame. Finally, our casual exergame produces similar exertion levels to treadmill exercise, but is perceived as more fun.
Abstract. Many people do not get the recommended 30 minutes of exercise per day, which can result in health problems such as obesity, muscle atrophy and chronic disease. Based on the principles of casual games and exergames, we propose and define casual exergames for motivating people to exercise in multiple small chunks of time throughout the day. We designed, implemented, and tested a casual exergame called GrabApple. Our preliminary results show that users enjoyed playing the casual exergame and that in just 10 minutes of play, their heart rate was elevated to an average of 72% of maximum heart rate, and that they burned an average of 91.8 Calories. If played three times per day, our casual exergame produced sufficient physical activity to meet current fitness guidelines. We discuss the potential health benefits of casual exergames.
There are risks to too much sedentary behaviour, regardless of a person's level of physical activity, particularly for children. As exercise habits instilled during childhood are strong predictors of healthy lifestyles later in life, it is important that schools break up long sedentary periods with short periods of physical activity. Casual exergames are an appealing option for schools who wish to engage adolescents, and have been shown to provide exertion levels at recommended values, even when played for only 10 minutes. In this paper we describe a preliminary survey with teachers of a local school that informed the deployment of a casual exergame with a group of preadolescent students from the same school. We show that students preferred the game to traditional exercise, that the game was able to generate appropriate levels of exertion in pre-adolescents, and that students have a sophisticated understanding of the role of exercise in their lives. Overall, we establish the feasibility of casual exergames for combating sedentary behavior in preteen classrooms.
BackgroundNovel efforts and accompanying tools are needed to tackle the global burden of chronic disease. This paper presents an approach to describe the environments in which people live, work, and play. Community Health Environment Scan Survey (CHESS) is an empirical assessment tool that measures the availability and accessibility, of healthy lifestyle options lifestyle options. CHESS reveals existing community assets as well as opportunities for change, shaping community intervention planning efforts by focusing on community-relevant opportunities to address the three key risk factors for chronic disease (i.e. unhealthy diet, physical inactivity, and tobacco use).MethodsThe CHESS tool was developed following a review of existing auditing tools and in consultation with experts. It is based on the social-ecological model and is adaptable to diverse settings in developed and developing countries throughout the world.ResultsFor illustrative purposes, baseline results from the Community Interventions for Health (CIH) Mexico site are used, where the CHESS tool assessed 583 food stores and 168 restaurants. Comparisons between individual-level survey data from schools and community-level CHESS data are made to demonstrate the utility of the tool in strategically guiding intervention activities.ConclusionThe environments where people live, work, and play are key factors in determining their diet, levels of physical activity, and tobacco use. CHESS is the first tool of its kind that systematically and simultaneously examines how built environments encourage/discourage healthy eating, physical activity, and tobacco use. CHESS can help to design community interventions to prevent chronic disease and guide healthy urban planning.
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