2012
DOI: 10.1016/j.pmcj.2012.08.002
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Mobile games and design requirements to increase teenagers’ physical activity

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Cited by 28 publications
(29 citation statements)
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“…Regarding the intensities achieved in games, the main findings of the study were the following: a) structured and unstructured AVGs present similarities in the responses of HR and indirect EE during 6 weeks of intervention, Based on these results, the use of AVGs in order to improve fitness or increase the PA levels could be recommended for healthy young people, in agreement with previous research that had already recommended such activities with moderate or vigorous intensities [28,29]. However, although significant differences were not observed, structured AVGs, which promote increments by various exercises and use progression of intensity loads, are found to be more effective in keeping intensity levels near PWc170 during all intervention sessions, which means a rise in anaerobic components in each exercise session [30].…”
Section: Discussionsupporting
confidence: 83%
“…Regarding the intensities achieved in games, the main findings of the study were the following: a) structured and unstructured AVGs present similarities in the responses of HR and indirect EE during 6 weeks of intervention, Based on these results, the use of AVGs in order to improve fitness or increase the PA levels could be recommended for healthy young people, in agreement with previous research that had already recommended such activities with moderate or vigorous intensities [28,29]. However, although significant differences were not observed, structured AVGs, which promote increments by various exercises and use progression of intensity loads, are found to be more effective in keeping intensity levels near PWc170 during all intervention sessions, which means a rise in anaerobic components in each exercise session [30].…”
Section: Discussionsupporting
confidence: 83%
“…Mobile apps and games were designed and evaluated to measure and/or promote PA with or without wireless sensors. These apps and games were generally rated as enjoyable by youth .…”
Section: Resultsmentioning
confidence: 99%
“…SMS was used in RCTs (in addition to other forms of contact as email, calls, websites) (7,9,10,13) in pilot intervention studies (23,(28)(29)(30) and was formatively evaluated in design studies (31)(32)(33). Mobile apps and games with or without sensors were the most commonly employed technology in pilot intervention and user studies and often focused on accurately measuring or promoting increased PA and behaviours (15)(16)(17)(18)(20)(21)(22)(34)(35)(36)(37)(38)47) and accurately recording and/or improving dietary intake (14,19,(42)(43)(44)(45)(46). Several apps and games increased PA (20)(21)(22), readiness to change PA behaviours (15), decreased perceived barriers and perceived efforts to exercise (15,16), and increased breakfast (14) and FV consumption (19).…”
Section: Discussionmentioning
confidence: 99%
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“…It involves direct and personal contact between patients and healthcare professionals to provide psychological support. Furthermore, Mobile health applications can be explored as mobile games that stimulate people to improve their metabolic health with physical activity and measure vital signs [66].…”
mentioning
confidence: 99%