Using active video games for physical activity promotion: a systematic review of the current state of research.
about
Promoting physical activity with a school-based dance mat exergaming intervention: qualitative findings from a natural experiment.Active video games and health indicators in children and youth: a systematic review.Preventing Drug Abuse Among Hispanic Adolescents: Developing a Responsive Intervention Approach.A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot StudyWii Fit U intensity and enjoyment in adults.The effect of dance mat exergaming systems on physical activity and health-related outcomes in secondary schools: results from a natural experiment.The Dynamic Family Home: a qualitative exploration of physical environmental influences on children's sedentary behaviour and physical activity within the home spaceHigh-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trialInteractive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adultsInnovative interventions to promote behavioral change in overweight or obese individuals: A review of the literatureReplacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in AdolescentsA pilot trial of a videogame-based exercise program for methadone maintained patientsFun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.Understanding the Importance of Context: A Qualitative Study of a Location-Based Exergame to Enhance School Childrens Physical Activity.Health game interventions to enhance physical activity self-efficacy of children: a quantitative systematic review.Competitive active video games: Physiological and psychological responses in children and adolescentsNonphysical effects of exergames on child and adolescent well-being: a comprehensive systematic review.Therapeutic Uses of Active Videogames: A Systematic ReviewPlaying Active Video Games may not develop movement skills: An intervention trial.The effect of sensor-based exercise at home on functional performance associated with fall risk in older people - a comparison of two exergame interventions.Games for Health for Children-Current Status and Needed Research.The Wii Club: Gaming for Weight Loss in Overweight and Obese Youth.Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.Videogames to Promote Physical Activity in Older Adults with Schizophrenia.Active gaming as a mechanism to promote physical activity and fundamental movement skill in childrenAdherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia.Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review.Are field-based exergames useful in preventing childhood obesity? A systematic review.Evidence-based guidelines for wise use of electronic games by children.Pacing, Conventional Physical Activity and Active Video Games to Increase Physical Activity for Adults with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome: Protocol for a Pilot Randomized Controlled TrialUsability and acceptability of balance exergames in older adults: A scoping review.Measuring perceived exercise capability and investigating its relationship with childhood obesity: a feasibility study.How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.A meta-analysis of active video games on health outcomes among children and adolescents.The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysisMight Video Games Help Remedy Childhood Obesity?New media for health education: a revolution in progress.The impact of active video gaming on weight in youth: a meta-analysis.Stationary cycling exergame use among inactive children in the family home: a randomized trial.
P2860
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P2860
Using active video games for physical activity promotion: a systematic review of the current state of research.
description
2012 nî lūn-bûn
@nan
2012 թուականի Յուլիսին հրատարակուած գիտական յօդուած
@hyw
2012 թվականի հուլիսին հրատարակված գիտական հոդված
@hy
2012年の論文
@ja
2012年論文
@yue
2012年論文
@zh-hant
2012年論文
@zh-hk
2012年論文
@zh-mo
2012年論文
@zh-tw
2012年论文
@wuu
name
Using active video games for p ...... the current state of research.
@ast
Using active video games for p ...... the current state of research.
@en
Using active video games for p ...... the current state of research.
@nl
type
label
Using active video games for p ...... the current state of research.
@ast
Using active video games for p ...... the current state of research.
@en
Using active video games for p ...... the current state of research.
@nl
prefLabel
Using active video games for p ...... the current state of research.
@ast
Using active video games for p ...... the current state of research.
@en
Using active video games for p ...... the current state of research.
@nl
P356
P1476
Using active video games for p ...... the current state of research
@en
P2093
Julia C Crouse
P304
P356
10.1177/1090198112444956
P577
2012-07-06T00:00:00Z