Physical fitness in virtual worlds (original) (raw)
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Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes
Journal of Diabetes Science and Technology, 2011
The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these result...
The Role of VR Games to Minimize the Obesity of Video Gamers
International journal of computations, information and manufacturing, 2022
Video games have become something very famous all over the world, in the past, there were only a few gamers, and becoming a gamer was something very odd to do but these days the number of gamers is increasing as it reached 2.8 billion gamers in 2021. Games are a tool for entertainment where you can spend long hours without noticing and it can lead to addiction most of the time which leads us to the main problem caused by video games which is obesity. The main cause of obesity is eating too much food and moving too little and that is what will happen when you spend a lot of time on video games. And as we all know getting an obese body will not be the only problem because obesity also causes a lot of other diseases such as heart diseases, stroke, asthma, and more. To solve this problem there are some recommended solutions to follow that can end this problem such as VR games which requires body movement, changing your lifestyle because a healthy lifestyle will prevent your body from diseases, educational programs that contain some physical activities for the kids in schools and finally mobile apps that motivate people to do physical activities in return of offering a prize or some amount of money.
Active Videogames and Weight Management: Is There a Future?
Games for Health Journal, 2013
We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect on body mass index and percentage body fat in favor of the intervention group. There was no difference between groups for total physical activity levels, but there was an increase in self-reported AVG play and reductions in non-AVG play and snack food consumption in the intervention group. Research is needed to determine how to augment the effects observed in this study.
Healthy video gaming: an oxymoron or possibility?
Stephen Yang, Brian Smith, and George Graham explore the potential of exergames as a tool to combat the growing problem of childhood and adolescent obesity. Exergames rely on sensing technology that allows on-screen activity to be controlled through physical activity, rather than through operation of a handheld controller. Researchers frequently correlate increasing childhood obesity with a drastic increase in the popularity and ubiquity of video game systems; however, Konami's Dance Dance Revolution (DDR), a game that requires players to accumulate points by coordinating body movements with onscreen cues, has been credited with helping some teens lose weight and improve their health. Suggesting that games like DDR and game systems like Nintendo's Wii may appeal to young people who resist more accepted forms of exercise, Yang, Smith, and Graham explore the potential power of these games to encourage children and youth to be physically active. After a survey of game controllers, consoles, and software available and in development, the authors conclude with a call for further research, including a cost-benefit analysis of the viability of including such games in school physical education programs.
The futuristic model for physical activity and exercise: active video games
Physical Activity Review, 2018
Physical inactivity is one of the main causes of noncommunicable diseases worldwide. In addition, obesity worldwide is increasing day by day due to insufficient energy expenditure, which is the result of physical inactivity. This review aimed to examine the physiological effects of active video games (AVGs) systems and tried to define whether the AVGs could be suggested as an alternative exercise model considering the American College of Sports Medicine (ACSM) criteria. This review was based on the physiological responses of the different AVGs that were discussed in previous studies. It was revealed that AVGs significantly increased the energy expenditure and metabolic equivalent according to resting state. The majority of AVGs were found to achieve physical activity levels of moderate intensity which meet ACSM criteria for health and fitness (3-6 MET). Especially, AVGs can be considered as an alternative exercise model that is integrated with fun and technology in everyday use of individuals, reducing obesity prevalence and improving physical activity level with the everevolving modern and sophisticated AVGs systems. AVGs can actually be considered among the exercise models for the future, with the increasing use of active video game systems around the world.
Let's get technical! Gaming and technology for weight control and health promotion in children
Childhood obesity (Print), 2012
Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to d...
Interactive video games to promote physical activity among healthy children and youths
Pediatria Polska, 2019
Physical activity is crucial in reducing the risk of civilisation diseases: type 2 diabetes, hypertension, obesity, osteoporosis, cancer, and depression. An adequate level of physical activity during childhood prevents the development of early atherosclerotic lesions, which result from obesity, hypertension, and dyslipidaemia, frequently appearing amongst children. Most children do not meet the basic physical activity guidelines. Children spend most of their time in a sitting position, which reduces their daily energy expenditure. Interactive video games (IVG) can be an alternative and attractive form of spending free time, which may contribute to reduction of children's sedentary behaviour. The use of IVG in preventive health programs can become a way to increase the level of physical activity and reduce cardiometabolic risk factors. The aim of this study is to review the research on the impact of the IVG on the level of physical activity, sedentary behaviour, and energy expenditure of healthy children.
The Wii Club: Gaming for Weight Loss in Overweight and Obese Youth
Games for health journal, 2012
Our 20-week "Wii Club" intervention for overweight and obese adolescents demonstrated weight loss, increased self-efficacy, and improved peer support from cooperative exergame play. Videogames that require motor activity in a social context may be a fun, effective tool to promote healthy weight and physical activity among youth.
Video Games as Motivation for Exercise
2008
Using Microsoft's Flight Simulator X, we transform a recumbent exercise bike into a virtual aircraft to create a unique game-play experience. The prototype manipulates resistance to vary physical intensity to assist the player with achieving the objectives of the video game and reaching fitness goals.
Is enhanced physical activity possible using active video games?
Games for Health Journal, 2012
Our research indicated that 10–12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.