2015
DOI: 10.1089/g4h.2014.0078
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Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research

Abstract: A group discussion of individuals with expertise working in the field of exergaming and rehabilitation focused on the issue of designing exergames for persons with disabilities as well as appropriate interventions using exergames. The purpose of these discussions was to develop recommendations for the design, evaluation, and application of exergames in therapy serving as potential guidelines for researchers, developers, and therapists. The following key issues were addressed: (1) Challenges in exergame design … Show more

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Cited by 69 publications
(58 citation statements)
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“…Lack of transportation, inaccessible fitness facilities, absence of staff trained in working with people disabilities, and boredom associated with using standard exercise equipment all contribute to higher sedentary behaviors in this population [1][2][3][4][5][6][7]. Replacing sedentary behaviors with active video games (AVGs) holds promise as a way to reduce those barriers and increase leisure-time physical activity in people with disabilities [8][9][10][11][12]. Moreover, AVGs have been described as having the potential to be a "gateway experience" to physical activity, suggesting that such games may open the door to interest and participation in other forms of physical activity for persons with disabilities [10].…”
Section: Introductionmentioning
confidence: 99%
See 4 more Smart Citations
“…Lack of transportation, inaccessible fitness facilities, absence of staff trained in working with people disabilities, and boredom associated with using standard exercise equipment all contribute to higher sedentary behaviors in this population [1][2][3][4][5][6][7]. Replacing sedentary behaviors with active video games (AVGs) holds promise as a way to reduce those barriers and increase leisure-time physical activity in people with disabilities [8][9][10][11][12]. Moreover, AVGs have been described as having the potential to be a "gateway experience" to physical activity, suggesting that such games may open the door to interest and participation in other forms of physical activity for persons with disabilities [10].…”
Section: Introductionmentioning
confidence: 99%
“…Replacing sedentary behaviors with active video games (AVGs) holds promise as a way to reduce those barriers and increase leisure-time physical activity in people with disabilities [8][9][10][11][12]. Moreover, AVGs have been described as having the potential to be a "gateway experience" to physical activity, suggesting that such games may open the door to interest and participation in other forms of physical activity for persons with disabilities [10].…”
Section: Introductionmentioning
confidence: 99%
See 3 more Smart Citations