2009
DOI: 10.1080/08924562.2009.10590864
|View full text |Cite
|
Sign up to set email alerts
|

Technology in Physical Education Article #5 in a 6-Part Series: Active Gaming: Definitions, Options and Implementation

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
19
0

Year Published

2014
2014
2023
2023

Publication Types

Select...
6
2

Relationship

0
8

Authors

Journals

citations
Cited by 35 publications
(19 citation statements)
references
References 7 publications
0
19
0
Order By: Relevance
“…48 Therefore, despite the scarcity of studies that investigated the effect of exergames for children and adolescents with overweight or obesity, interventions using exergames have been recommended as additional strategies to increase the level of physical activity and energy expenditure of this population. 20,22…”
Section: Participantsmentioning
confidence: 99%
See 1 more Smart Citation
“…48 Therefore, despite the scarcity of studies that investigated the effect of exergames for children and adolescents with overweight or obesity, interventions using exergames have been recommended as additional strategies to increase the level of physical activity and energy expenditure of this population. 20,22…”
Section: Participantsmentioning
confidence: 99%
“…Potentially, it improves levels of physical activity and achieves enough level of energy expenditure, reducing the boredom of repeated physical movements through increasing enjoyment and improving the adherence. [16][17][18][19][20][21][22] Therefore, it is believed that exergaming may be a positive strategy to promote changes in sedentary behavior of children and adolescents with overweight or obesity. 23 Studies involving exergames have grown significantly in the last decade.…”
Section: Introductionmentioning
confidence: 99%
“…This generalization, however, is misleading as it does not take into account the differences that can be found in the various types of videogames. In fact, in this regard, it is good to specify that the use of this tool for pedagogical and didactic purposes in motor and sports sciences refers to the videogames belonging to the category of the exergames (Mears & Hansen, 2009). This category, also defined with the term "active games", "interactive games" or "active videogames", refers to those videogames that employ exercise and motor and sports activities as an input for the game.…”
Section: Introductionmentioning
confidence: 99%
“…Another type of video game that can be effectively utilized in physical education class is active video games. Active video games are often called differently, such as exergames, interactive video games or active games depending on people (Fiorentino & Gibbone, 2005;Mears & Hansen, 2009;Meckbach, Gibbs, Almqvist, Ohman, & Quennerstedt, 2013;Sheeban & Katz, 2010). Active video games combine physical activity and video games to create an enjoyable and appealing way for students to be physically active (Hicks & Higgins, 2010).…”
Section: Active Video Gamesmentioning
confidence: 99%
“…Active video games combine physical activity and video games to create an enjoyable and appealing way for students to be physically active (Hicks & Higgins, 2010). Many types of active video games are available in the market which includes X-Box Kinect sports, Wii Fit, Dance Dance Revolution, sports walls, and XR board (Mears & Hansen, 2009;Trout & Christie, 2007).…”
Section: Active Video Gamesmentioning
confidence: 99%