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Exergaming Evidence Base

Page history last edited by Alasdair Thin 11 years, 4 months ago

This page is to collate some of the work that's already been done in the field of exergaming, and act as an index to the "Research Documents" folder on this wiki.  Please upload and reference abstracts or original works that you have the permission or copyright to use.

 

The studies here are listed for one of the following reasons;

  • Those showing exergaming success
  • Those that have methodology that has failed
  • Those which are a sound basis for building on

 

The best study designs are chosen to be show in Helena's Hot List

 

Exergaming Evidence Base PUBLISHED WORKS

  1. Alsac. B. (2009). Game On. How to Incorporate Video Games Into a Client’s Workout. IDEA Fitness Journal, (February), 30-33.

  2. Daley, A. (2009). Can Exergaming Contribute to Improving Physical Activity Levels and Health Outcomes in Children? Pediatrics, 124(2) 763-771.(doi:10.1542/peds.2008-2357)

  3. Graf DL, Pratt LV, Hester CN, Short KR. (2009).  Playing Active Video Games Increases Energy Expenditure in Children

    . Pediatrics, 124(2) 534-540. (doi:10.1542/peds.2008-2851)

  4. Yang, S.P., Treece, J.L., Miklas, C., Graham. G.M. (2009) Physical activity, sedentary, and exergaming time in a PEP school. Research Quarterly for Exercise and Sport, 80 (1 Supplement).

  5. Russell, W.D., Newton, M. (2008). Short-term psychological effects of interactive video game technology exercise on mood and attention. Educational Technology & Society, 11 (2), 294-308. Retrieved from http://www.ifets.info/journals/11_2/21.pdf

  6. Yang, S.P., Foley, J.T. (2008). Comparison of MVPA while playing DDR and EyeToy. Research Quarterly for Exercise and Sport, 79 (1 Supplement), A-17.

  7. Yang, S.P., Smith B.K., Graham, G.M. (2008). Healthy video gaming: an oxymoron or possibility? Innovate,4 (4). Retrieved from http://innovateonline.info/index.php?view=article&id=186&action=article 

  8. Smith, B.K. (2007). Designing Exertion Interfaces for Health. CHI 2007. Retrieved from http://workshopchi2007.pbwiki.com/f/Exertion_Interfaces_For_Health.pdf

  9. Brown, D. (2006). Playing to win: video games and the fight against obesity. Journal of the American Dietetic Association, 106(2), 188-189. Retrieved from http://dx.doi.org/10.1016/j.jada.2005.12.015

  10. Yang, S.P., Graham, G.M. (2006). Exergames: being physically active while playing video games. EKIBOLOS (Biannual bulletin of the Hellenic Academy of Physical Education), 4, 5-6.

  11. Smith, B.K. (2005). Physical fitness in virtual worlds. Computer, 38(10) 101-103. Retrieved from http://ieeexplore.ieee.org/iel5/2/32474/01516067.pdf?arnumber=1516067

  12. Yang, S.P., Graham, G.M. (2005). Project GAME (Gaming Activities for More Exercise). Research Quarterly for Exercise and Sport, 76 (1 Supplement), A-96.  
  13. Fogel, V., Miltenberger, R., Graves, R., AND Koehler, S. (2010). The Effects of Exergaming on Physical Activity Among Inactive Children in a Physical Education Classroom.  JOURNAL OF APPLIED BEHAVIOR ANALYSIS (43)591–600. Fogel_et_al_2010.pdf 
  14. Duncan, M. J., Birch, S., Woodfield, L., Hankey, J. (2010) An evaluation of a 5-week, school-based, exergaming intervention using the Gamercize power stepper on body mass index and physical activity during school lunch breaks in British primary school children. Proceedings of the 20th Annual Workshop of the European Child Obesity Group, Nov 17-20th, Brussels, Belgium.ECOG_Gamercize_Poster.pdf

  15. Madsen KA, Yen S, Wlasiuk L, Newman TB, Lustig R. (2007). Feasibility of a dance videogame to promote weight loss among overweight children and adolescents. Archives of Pediatric and Adolescent Medicine. /161, 105-107.
  16. Mellecker,R.R.,McManus,A.M.(2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatric and Adolescent Medicine,162(9), 886-891.
  17. Mellecker, R.R., Lanningham-Foster, L. Levine, J.A., McManus. A.M. (2010). Energy intake during activity enhanced video game play. Appetite. 55, 343-347.
  18. Mellecker, R.R., Lanningham-Foster, L. Levine, J.A., McManus. A.M. (2008). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity. 4(2), 1-6.
  19. Salonius-Pasternak DE, Gelfond HS. (2008). The next level of research on electronic play: potential benefits and contextual influences for children and adolescents. Human Techology. 1, 2-55.
  20. Foley, L., Maddison, R. (2010) Use of active video games to increase physical activity in children: a virtual reality? Pediatric Exercise Science. 22(1), 7-20. 

  21. Biddiss, E., Irwin, J. (2010). Active video games to promote physical activity in children and youth: a systematic review. Archives of Pediatric and Adolescent Medicine. 164(7):664-72.

  22. Ralph Maddison, Louise Foley, Cliona Ni Mhurchu, Yannan Jiang, Andrew Jull, Harry Prapavessis, Maea Hohepa, and Anthony Rodgers. (2011). Effects of active video games on body composition: a randomized controlled trial. American Journal of Clinical Nutrition. doi: 10.3945/ajcn.110.009142.

  23. Maddison, R., Mhurchu, C.N., Jull, A., Jiang Y., Prapavessis, H. (2007). Energy expended playing video console games: an opportunity to increase children's physical activity? Pediatric Exercise Science. 19(3),:334-43.

  24. Lieberman, D.A., Chamberlin, B., Medina, E. Jr., Franklin, B.A., Sanner, B.M. Vafiadis, D.K. (2011). The Power of Play. Innovations in Getting Active Summit 2011: A Science Panel Proceedings Report From the American Heart Association. Ciruclation. DOI: 10.1161/CIR.0b013e318219661d.

  25. Kraft, J.A., Russell, W.D., Bowman, T.A., Selsor, C.W 3rd, Foster, G.D. (2011). Heart rate and perceived exertion during self-selected intensities for exergaming compared to traditional exercise in college-age participants. Journal of Strength and Conditioning Research. 25(6), 1736-1742.
  26. Sinclair, J., Hingston, P., Makek, M. Considerations for the design of exergames. (2007). Proceedings of the 5th international conference on computer graphics and interactive techniques in Australia and Southeast Asia. DOI: 10.1145/1321261.1321313. 
  27. Finkelstein, S. L., Nickel, A., Barnes, T., & Suma, E. A. (2010). Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise. 2010 IEEE Virtual Reality Conference VR, 267-268. Ieee. Retrieved from http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5444770.
  28. Hurkmans et al (2011). Energy expenditure in chronic stroke patients playing Wii Sports: A pilot study. Journal of NeuroEngineering and Rehabilitation 2011 8:38. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3148966/pdf/1743-0003-8-38.pdf
  29. Lange BS, Flynn SM, Chang CY, Liang W, Chieng CL, Si Y, Nanavati C, Rizzo AA. Development of an interactive stepping game to reduce falls in the elderly.International JournalonDisability and Human Development. Proc. 8th Intl Conf. Disability, Virtual Reality & Associated Technologies Viña del Mar/Valparaíso, Chile, 31 Aug. – 2 Sept. 2010. Pgs 223-228.
  30. Lange, B., Flynn, S., Rizzo, A. (2009). Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation. Physical Therapy Review. 14(5):355–63.
  31. Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, Thorpe KE, Cohen LG, Bayley M. (2010). Stroke Outcome Research Canada (SORCan) Working Group. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke. 41:1477–1484.
  32. Duncan, M. J., Birch, S., Woodfield, L. & Hankey, J. (2010). Physical Activity Levels During a 6-Week, School-Based, Active Videogaming Intervention Using the Gamercize Power Stepper in British Children. Medicina Sportiva, 15, 81-87.
  33. Pate, R. R. (2008). Physically Active Video Gaming An Effective Strategy for Obesity Prevention? Archives of Pediatric and Adolescent Medicine.162(9):895-896.
  34. Foley L & Maddison R. (2010). Use of Active Video Games to Increase Physical Activity in Children: A (Virtual) Reality? Pediatric Exercise Science, 22, 7-20.
  35. Nielsen, C.B. & Lund, H.H. (2011). Adapting Playware to Rehabilitation Practices. International Journal of Computer Science in Sport, 10, 1-12.
  36. Martin, A.L. & Wiemeyer, J. (2011). Technology-Mediated Experience of Space While Playing Digital Sports Game. Proceedings GameDays Serious Games - Theory, Technology and Practice. September 12-13, 2011. Darmstadt, Germany pgs. 119-131. 
  37. Kliem, A. & Wiemeyer, J. (2010).  Comparison of a Traditional and a Video Game Based Balanced Training Program. International Journal of Computer Science in Sport, 9 (2), 80-92.
  38. Hurkmans, H.L., van den Berg-Emons, R.J. & Stam, H.J. (2010). Energy Expenditure in Adults with Cerebral Palsy Playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91, 1577-1581.
  39. Thin, A. G., & Poole, N. (2010). Dance-based ExerGaming: User Experience Design Implications for Maximizing Health Benefits based on Exercise Intensity and Perceived Enjoyment. Transactions on Edutainment, IV, 189-199. doi:10.1007/978-3-642-14484-4_16 http://www.springerlink.com/content/u35g1287h58557j1/
  40. Thin, A. G., Hansen, L., & McEachen, D. (2011). Flow Experience and Mood States whilst Playing Body-Movement Controlled Video Games. Games and Culture, 6, 414-428. doi:10.1177/1555412011402677 http://gac.sagepub.com/content/6/5/414
  41. Thin, A. G. (2012). A Game-Based Virtualized Reality Approach for Simultaneous Rehabilitation of Motor Skill and Confidence. Advances in Human-Computer Interaction, 2012, 6. doi:10.1155/2012/213143 http://www.hindawi.com/journals/ahci/2012/213143/ 

 

 

UNPUBLSHED WORKS 

  1.  

 

Comments (1)

Brett W.M.Young said

at 3:20 am on Sep 27, 2009

If you believe any links are incorrectly cited, breaking copyright or inappropriate as 'research documentation', then please express your views in this comments area and the admins will investigate your claims asap. Thank you :)

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