Energy expenditure in adolescents playing new generation computer games.
about
Virtual reality and interactive digital game technology: new tools to address obesity and diabetesValidity of Borg Ratings of Perceived Exertion During Active Video Game Play.Active video games and health indicators in children and youth: a systematic review.Energy expenditure and affect responses to different types of active video game and exercise.Testing the feasibility and acceptability of using the Nintendo Wii in the home to increase activity levels, vitality and well-being in people with multiple sclerosis (Mii-vitaliSe): protocol for a pilot randomised controlled study.The effect of a peer on VO2 and game choice in 6-10 year old children.Active Video/Arcade Games (Exergaming) and Energy Expenditure in College StudentsProfiles of sedentary behavior in children and adolescents: the US National Health and Nutrition Examination Survey, 2001-2006.The role of exergaming in improving physical activity: a review.Effects of Exergame Play on EF in Children and Adolescents at a Summer Camp for Low Income Youth.Recognition of physical activities in overweight Hispanic youth using KNOWME NetworksEstimating physical activity energy expenditure with the Kinect Sensor in an exergaming environment.Autonomy supportive environments and mastery as basic factors to motivate physical activity in children: a controlled laboratory study.Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.Effects of Nintendo Wii Fit Plus training on ankle strength with functional ankle instabilityDo exergames allow children to achieve physical activity intensity commensurate with national guidelines?Physiologic Responses, Liking and Motivation for Playing the Same Video Game on an Active Versus a Traditional, Non-Active Gaming SystemPhysiological and Perceptual Responses to Nintendo® Wii Fit™ in Young and Older Adults.Exergaming as a strategic tool in the fight against childhood obesity: a systematic review.The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position.ENGAGE: Guided Activity-Based Gaming in Neurorehabilitation after Stroke: A Pilot Study.Exergaming can be an innovative way of enjoyable high-intensity interval training.Fitness Assessment Comparison Between the "Jackie Chan Action Run" Videogame, 1-Mile Run/Walk, and the PACER.Energy Cost of Active and Sedentary Music Video Games: Drum and Handheld Gaming vs. Walking and Sitting.MEASUREMENT OF ENERGY EXPENDITURE WHILE PLAYING EXERGAMES AT A SELF-SELECTED INTENSITY.Comparison of Physical Activity during Zumba with a Human or Video Game Instructor
P2860
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P2860
Energy expenditure in adolescents playing new generation computer games.
description
2008 nî lūn-bûn
@nan
2008年の論文
@ja
2008年学术文章
@wuu
2008年学术文章
@zh
2008年学术文章
@zh-cn
2008年学术文章
@zh-hans
2008年学术文章
@zh-my
2008年学术文章
@zh-sg
2008年學術文章
@yue
2008年學術文章
@zh-hant
name
Energy expenditure in adolescents playing new generation computer games.
@en
Energy expenditure in adolescents playing new generation computer games.
@nl
type
label
Energy expenditure in adolescents playing new generation computer games.
@en
Energy expenditure in adolescents playing new generation computer games.
@nl
prefLabel
Energy expenditure in adolescents playing new generation computer games.
@en
Energy expenditure in adolescents playing new generation computer games.
@nl
P2093
P1476
Energy expenditure in adolescents playing new generation computer games.
@en
P2093
Gareth Stratton
Lee Graves
P304
P577
2008-07-01T00:00:00Z