The research program proposed in this study promotes the development of a pilot study for the promotion of physical and motor activities for the elderly, with particular reference to the over 80 years old. The study a...The research program proposed in this study promotes the development of a pilot study for the promotion of physical and motor activities for the elderly, with particular reference to the over 80 years old. The study aims to promote the practice of adapted physical activity for the elderly and proposes the design and development of specific exergames for the promotion of a healthy and active lifestyle among the elderly even when they can not do motor activities in dedicated places such as gyms or specialized centers or adequate natural environments. The project involved elderly people living in the Salerno area who can not do motor activity in a regular way due to cultural, socio-economic, environmental or personal reasons. The identification of the experimental group for the pilot study required a preliminary survey on the levels of autonomy, intellectual efficiency and motor functioning: Instrumental activities of daily living, activities of daily living, short portable mental status questionnaire, clock drawing test, geriatric depression scale (GDS-15) and the short physical performance battery were administered. A specific program of adapted physical activities was planned and realized for 8 months. The study could open interesting perspectives of research that involve interesting results also from a social point of view.展开更多
目的对体感游戏在儿童癌症幸存者(childhood cancer survivors,CCS)应用的相关研究进行范围综述,总结体感游戏干预的内容及应用现状,为医护人员制定CCS康复护理方案提供参考。方法以澳大利亚乔安娜布里格斯中心提出的范围综述指南为方...目的对体感游戏在儿童癌症幸存者(childhood cancer survivors,CCS)应用的相关研究进行范围综述,总结体感游戏干预的内容及应用现状,为医护人员制定CCS康复护理方案提供参考。方法以澳大利亚乔安娜布里格斯中心提出的范围综述指南为方法学指导,计算机检索PubMed、Web of Science、Scopus、Embase、EBSCO、Cochrane Library、中国知网、万方数据库、维普数据库和中国生物医学文献数据库;检索时限为建库至2025年2月18日。结果共纳入8篇英文文献。体感游戏的运动类型以有氧运动为主;运动强度多为中等强度;干预频率多为2~3次/周,30~60 min/次;干预期间根据患儿表现、游戏类型及复杂性,动态调整干预频率和强度。体感游戏可有效改善CCS的身体机能、免疫功能和睡眠质量,但对心理指标的干预相对有限;未见不良事件报道;患儿接受度高。结论体感游戏作为一种基于电子游戏的身体活动干预,具有较好的可行性和安全性。未来可开展基于体感游戏移动应用、成本更低且范围更广的相关研究,建立分场景动态干预体系,以深入研究体感游戏对CCS康复的作用。展开更多
为了了解锻炼游戏领域的研究热点和发展趋势,运用可视化文献计量分析工具CiteSpace,对2009—2020年Web of Science核心合集数据库中收录的锻炼游戏领域的811篇文献从国家、研究机构、高产作者、高频关键词、文献共被引等方面进行分析,...为了了解锻炼游戏领域的研究热点和发展趋势,运用可视化文献计量分析工具CiteSpace,对2009—2020年Web of Science核心合集数据库中收录的锻炼游戏领域的811篇文献从国家、研究机构、高产作者、高频关键词、文献共被引等方面进行分析,绘制科学知识图谱。研究发现:伴随着经济的增长和技术的突破,锻炼游戏研究在2009—2020年稳步发展,经历了三个阶段:第一阶段主要探究锻炼游戏的意义和影响,第二阶段注重技术融合、游戏设计和用户体验,第三阶段聚焦用户差异研究,完善锻炼游戏体系;研究热点主题包括与运动干预、康复治疗相关的研究,与用户动机相关的研究,以儿童和青少年为中心的研究和以老年人为中心的研究;健康老化、沉浸式体验、社会福利、可穿戴设备、远程医疗等研究方向是该领域未来的发展趋势。展开更多
Background: Active video games(AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder(ASD) show decreased ...Background: Active video games(AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder(ASD) show decreased fundamental movement skills in comparison with their typically developing(TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control(OC) skills of 11 children with ASD aged 6–10 years in comparison to 19 TD children of a similar age.Feasibility was a secondary aim.Methods: Actual(Test of Gross Motor Development) and perceived OC skills(Pictorial Scale of Perceived Movement Skill Competence for Young Children) were assessed before and after the intervention(6 × 45 min).Results: Actual skill scores were not improved in either group. The ASD group improved in perceived skill. All children completed the required dose and parents reported the intervention was feasible.Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities.展开更多
Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game ...Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.Methods: An experimental design was used with 163 students(aged 20.31 ± 1.30, 18–26 years, 61.3% male), all of whom were randomly allocated into an experimental group and a control group. Physical activity(PA) levels were assessed with Acti Graph GT3X+(Acti Graph Inc., Fort Walton Beach, FL, USA) accelerometers. The situational interest scale was used to evaluate students' situational interest in both groups.Multivariate analysis of variance was conducted to examine the differences between sedentary behavior, PA levels, and situational interest between groups. Regression analyses were also used, with the purpose being to evaluate the strength of the relationship between PA and situational interest.Results: Results revealed that the experimental group had higher degrees of sedentary behavior, light PA, total interest, instant enjoyment,exploration intention, attention demand, novelty, and challenge, whereas the control group received higher scores for MVPA(control 95.01% vs.experimental group 89.94%). Regression analysis indicated that instant enjoyment(β = 0.49, p < 0.01), exploration intention(β = 0.18, p < 0.05),and attention demand(β = 0.17, p < 0.05) were positive predictors for total interest, explaining 43% of its variance.Conclusion: A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players.展开更多
Background: Although current research supports the use of active video games(AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed lite...Background: Although current research supports the use of active video games(AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed literature, summarized findings, and evaluated the effectiveness of AVGs as a therapeutic tool in improving physical, psychological, and cognitive rehabilitative outcomes among older adults with chronic diseases.Methods: Seven databases(Academic Search Complete, Communication & Mass Media Complete, ERIC, Psyc INFO, Pub Med, SPORTDiscus,and Medline) were searched for studies that evaluated the effectiveness of AVG-based rehabilitation among older patients. The initial search yielded 946 articles; after evaluating against inclusion criteria and removing duplicates, 19 studies of AVG-based rehabilitation remained.Results: Most studies were quasi-experimental in design, with physical functioning the primary outcome investigated with regard to the use of AVGs in rehabilitation. Overall, 9 studies found significant improvements for all study outcomes, whereas 9 studies were mixed, with significant improvements on several study outcomes but no effects observed on other outcomes after AVG-based treatments. One study failed to find any benefits of AVG-based rehabilitation.Conclusion: Findings indicate AVGs have potential in rehabilitation for older patients, with several randomized clinical trials reporting positive effects on rehabilitative outcomes. However, existing evidence is insufficient to support the advantages of AVGs over standard therapy. Given the limited number of studies and concerns with study design quality, more research is warranted to make more definitive conclusions regarding the ability of AVGs to improve rehabilitative outcomes in older patients.展开更多
The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally mo...The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally motivated for a physically active life throughout the lifespan. The advancement of technology in recent years, especially those in active video games(AVGs), seems to have allowed the mind-body integrated physical activity accessible to children at all ages. This article reviews findings from research and critique research on AVGs in light with the theoretical and pedagogical tenets of physical literacy and, on the basis of the review, elaborates the potential that AVGs could contribute to enhancing children's physical literacy.展开更多
Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the eff...Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.展开更多
Higher levels of moderate-to-vigorous physical activity(MVPA),and maybe even light physical activity(LPA),have been related to better health,~1motor skills,~2 and cognitive^3 outcomes in virtually all age and ability ...Higher levels of moderate-to-vigorous physical activity(MVPA),and maybe even light physical activity(LPA),have been related to better health,~1motor skills,~2 and cognitive^3 outcomes in virtually all age and ability groups.Problematically,however,most people in general are not prone to enjoy and participate in substantial amounts of physical activity(PA)。展开更多
文摘The research program proposed in this study promotes the development of a pilot study for the promotion of physical and motor activities for the elderly, with particular reference to the over 80 years old. The study aims to promote the practice of adapted physical activity for the elderly and proposes the design and development of specific exergames for the promotion of a healthy and active lifestyle among the elderly even when they can not do motor activities in dedicated places such as gyms or specialized centers or adequate natural environments. The project involved elderly people living in the Salerno area who can not do motor activity in a regular way due to cultural, socio-economic, environmental or personal reasons. The identification of the experimental group for the pilot study required a preliminary survey on the levels of autonomy, intellectual efficiency and motor functioning: Instrumental activities of daily living, activities of daily living, short portable mental status questionnaire, clock drawing test, geriatric depression scale (GDS-15) and the short physical performance battery were administered. A specific program of adapted physical activities was planned and realized for 8 months. The study could open interesting perspectives of research that involve interesting results also from a social point of view.
文摘目的对体感游戏在儿童癌症幸存者(childhood cancer survivors,CCS)应用的相关研究进行范围综述,总结体感游戏干预的内容及应用现状,为医护人员制定CCS康复护理方案提供参考。方法以澳大利亚乔安娜布里格斯中心提出的范围综述指南为方法学指导,计算机检索PubMed、Web of Science、Scopus、Embase、EBSCO、Cochrane Library、中国知网、万方数据库、维普数据库和中国生物医学文献数据库;检索时限为建库至2025年2月18日。结果共纳入8篇英文文献。体感游戏的运动类型以有氧运动为主;运动强度多为中等强度;干预频率多为2~3次/周,30~60 min/次;干预期间根据患儿表现、游戏类型及复杂性,动态调整干预频率和强度。体感游戏可有效改善CCS的身体机能、免疫功能和睡眠质量,但对心理指标的干预相对有限;未见不良事件报道;患儿接受度高。结论体感游戏作为一种基于电子游戏的身体活动干预,具有较好的可行性和安全性。未来可开展基于体感游戏移动应用、成本更低且范围更广的相关研究,建立分场景动态干预体系,以深入研究体感游戏对CCS康复的作用。
文摘为了了解锻炼游戏领域的研究热点和发展趋势,运用可视化文献计量分析工具CiteSpace,对2009—2020年Web of Science核心合集数据库中收录的锻炼游戏领域的811篇文献从国家、研究机构、高产作者、高频关键词、文献共被引等方面进行分析,绘制科学知识图谱。研究发现:伴随着经济的增长和技术的突破,锻炼游戏研究在2009—2020年稳步发展,经历了三个阶段:第一阶段主要探究锻炼游戏的意义和影响,第二阶段注重技术融合、游戏设计和用户体验,第三阶段聚焦用户差异研究,完善锻炼游戏体系;研究热点主题包括与运动干预、康复治疗相关的研究,与用户动机相关的研究,以儿童和青少年为中心的研究和以老年人为中心的研究;健康老化、沉浸式体验、社会福利、可穿戴设备、远程医疗等研究方向是该领域未来的发展趋势。
基金supported by an Alfred Deakin Fellowshipsupported by internal university funding
文摘Background: Active video games(AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder(ASD) show decreased fundamental movement skills in comparison with their typically developing(TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control(OC) skills of 11 children with ASD aged 6–10 years in comparison to 19 TD children of a similar age.Feasibility was a secondary aim.Methods: Actual(Test of Gross Motor Development) and perceived OC skills(Pictorial Scale of Perceived Movement Skill Competence for Young Children) were assessed before and after the intervention(6 × 45 min).Results: Actual skill scores were not improved in either group. The ASD group improved in perceived skill. All children completed the required dose and parents reported the intervention was feasible.Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities.
基金funded by a grant from the Brittany House of Human Sciences(2015–2017)
文摘Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.Methods: An experimental design was used with 163 students(aged 20.31 ± 1.30, 18–26 years, 61.3% male), all of whom were randomly allocated into an experimental group and a control group. Physical activity(PA) levels were assessed with Acti Graph GT3X+(Acti Graph Inc., Fort Walton Beach, FL, USA) accelerometers. The situational interest scale was used to evaluate students' situational interest in both groups.Multivariate analysis of variance was conducted to examine the differences between sedentary behavior, PA levels, and situational interest between groups. Regression analyses were also used, with the purpose being to evaluate the strength of the relationship between PA and situational interest.Results: Results revealed that the experimental group had higher degrees of sedentary behavior, light PA, total interest, instant enjoyment,exploration intention, attention demand, novelty, and challenge, whereas the control group received higher scores for MVPA(control 95.01% vs.experimental group 89.94%). Regression analysis indicated that instant enjoyment(β = 0.49, p < 0.01), exploration intention(β = 0.18, p < 0.05),and attention demand(β = 0.17, p < 0.05) were positive predictors for total interest, explaining 43% of its variance.Conclusion: A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players.
文摘Background: Although current research supports the use of active video games(AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed literature, summarized findings, and evaluated the effectiveness of AVGs as a therapeutic tool in improving physical, psychological, and cognitive rehabilitative outcomes among older adults with chronic diseases.Methods: Seven databases(Academic Search Complete, Communication & Mass Media Complete, ERIC, Psyc INFO, Pub Med, SPORTDiscus,and Medline) were searched for studies that evaluated the effectiveness of AVG-based rehabilitation among older patients. The initial search yielded 946 articles; after evaluating against inclusion criteria and removing duplicates, 19 studies of AVG-based rehabilitation remained.Results: Most studies were quasi-experimental in design, with physical functioning the primary outcome investigated with regard to the use of AVGs in rehabilitation. Overall, 9 studies found significant improvements for all study outcomes, whereas 9 studies were mixed, with significant improvements on several study outcomes but no effects observed on other outcomes after AVG-based treatments. One study failed to find any benefits of AVG-based rehabilitation.Conclusion: Findings indicate AVGs have potential in rehabilitation for older patients, with several randomized clinical trials reporting positive effects on rehabilitative outcomes. However, existing evidence is insufficient to support the advantages of AVGs over standard therapy. Given the limited number of studies and concerns with study design quality, more research is warranted to make more definitive conclusions regarding the ability of AVGs to improve rehabilitative outcomes in older patients.
文摘The core idea of physical literacy is a mind-body integrated, holistic approach to physical activity. A physically literate individual is expected to be cognitively knowledgeable, physically competent, and mentally motivated for a physically active life throughout the lifespan. The advancement of technology in recent years, especially those in active video games(AVGs), seems to have allowed the mind-body integrated physical activity accessible to children at all ages. This article reviews findings from research and critique research on AVGs in light with the theoretical and pedagogical tenets of physical literacy and, on the basis of the review, elaborates the potential that AVGs could contribute to enhancing children's physical literacy.
文摘Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.
基金funded in part with federal funds from the USDA/ARS under Cooperative Agreement(No.58-6250-0-008)
文摘Higher levels of moderate-to-vigorous physical activity(MVPA),and maybe even light physical activity(LPA),have been related to better health,~1motor skills,~2 and cognitive^3 outcomes in virtually all age and ability groups.Problematically,however,most people in general are not prone to enjoy and participate in substantial amounts of physical activity(PA)。