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Mousavi Z, Karimi Z, Wong A, Cheraghloo N, Bagheri H, Bagheri R. Comparison of enjoyment and energy expenditure of exergame with and without blood flow restriction in men and women. Sci Rep 2024; 14:9030. [PMID: 38641659 PMCID: PMC11031571 DOI: 10.1038/s41598-024-59379-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2023] [Accepted: 04/10/2024] [Indexed: 04/21/2024] Open
Abstract
This study compared the effects of blood flow restriction (BFR) on intensity and perceived enjoyment during an exergame. Fourteen healthy young participants engaged in a boxing exergame for 20 min, with or without BFR, across two sessions. Perceived enjoyment levels were assessed using the Physical Activity Enjoyment Scale. Heart rate was monitored, and energy expenditure (EE) during exercise was calculated. A mixed model analysis of variance with repeated measures was used to evaluate differences in EE and enjoyment between exergame conditions (with and without BFR) as well as the interaction effects of these protocols with gender. Although not statistically significant, perceived enjoyment decreased with BFR inclusion for both genders. No significant differences were observed between men and women for both protocols. Regarding EE, there was no significant difference between the two groups (with and without BFR). However, a significant main effect of gender was found, with men exhibiting higher EE values in both protocols compared to women. In conclusion, exergames incorporating BFR impact perceptual responses, particularly perceived enjoyment. Furthermore, significant gender differences in EE were found, with men displaying higher values.
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Affiliation(s)
- Zeynabalsadat Mousavi
- Nutrition and Food Service, Imam Khomeini Hospital Complex, Tehran University of Medical Sciences, Tehran, Iran
| | - Zohreh Karimi
- Department of Physical Education and Sport Sciences, Science and Research Branch, Islamic Azad University, Tehran, Iran.
| | - Alexei Wong
- Department of Health and Human Performance, Marymount University, Arlington, USA
| | - Neda Cheraghloo
- Department of Epidemiology and Biostatistics, School of Public Health, Tehran University of Medical Sciences, Tehran, Iran
| | - Hessan Bagheri
- Department of General Psychology, Islamic Azad University, South Tehran Branch, Tehran, Iran
| | - Reza Bagheri
- Department of Exercise Physiology, University of Isfahan, Isfahan, Iran
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2
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Kolovelonis A, Papastergiou M, Samara E, Goudas M. Acute Effects of Exergaming on Students' Executive Functions and Situational Interest in Elementary Physical Education. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:1902. [PMID: 36767269 PMCID: PMC9914954 DOI: 10.3390/ijerph20031902] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/19/2022] [Revised: 01/13/2023] [Accepted: 01/17/2023] [Indexed: 06/18/2023]
Abstract
Two studies were conducted to examine the acute effects of exergaming on students' executive functions and to explore their situational interest regarding these games in elementary physical education. The first study involved a two-group, repeated measures, cross-over quasi-experimental design. Participants were 74 (36 boys) fourth- and fifth-grade students who were assigned to the experimental (38 students) and the waiting list control (36 students) group. The single physical education session with exergames was first implemented with the initial experimental group and after the post-test, the waiting list control group received the intervention. In the second study, a pre-test post-test, within-subjects design was involved with the experimental group students (48 fourth- and fifth-grade students, 27 boys) who participated in a booster single physical education session with exergames two months after their involvement in a four-week intervention with cognitively challenging physical activity games. Both studies involved pre- and post-intervention measures for executive functions using the design fluency test and a post-test measure for situational interest. During the acute session, students had to follow the movements of an on-screen dancing character in time to a chosen song of the Just Dance 2015 exergame. The results of the first study showed that experimental group students improved significantly from pre- to post-test their scores in design fluency and in cognitive flexibility and in the total score of the design fluency test and their improvements were higher compared to the waiting list control group. The waiting list control group students, after receiving the acute session with exergames, significantly improved their scores in design fluency, inhibition, and cognitive flexibility and in the total score of the design fluency test compared to their pre-intervention scores. Moreover, the second study showed that students' total score in the design fluency test improved significantly from pre- to post-intervention. In both studies, students reported generally high scores in all subscales of the situational interest questionnaire. These results suggested that an acute exergame-based physical education session attracted students' interest and positively triggered their executive functions.
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Affiliation(s)
- Athanasios Kolovelonis
- Department of Physical Education and Sport Science, University of Thessaly, 42100 Trikala, Greece
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3
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Yu J, Huang HC, Cheng TCE, Wong MK, Teng CI. Effects of Playing Exergames on Quality of Life among Young Adults: A 12-Week Randomized Controlled Trial. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:1359. [PMID: 36674115 PMCID: PMC9858715 DOI: 10.3390/ijerph20021359] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/12/2022] [Revised: 01/04/2023] [Accepted: 01/07/2023] [Indexed: 05/13/2023]
Abstract
Objective: The purpose of this paper is to investigate whether playing exergames can enhance quality of life among young adults and it examines the potential moderators. Methods: A 12-week randomized controlled trial was conducted. Quality of life was measured using the short-form 36-item version (SF-36) scale. All the participants were between 20 and 24 years old in Taiwan. Participants in the intervention group (n = 55) were asked to play exergames for 12 weeks, three times a week and 30 minutes at a time, while participants in the control group (n = 62) did not play exergames. The changes in the scores on quality of life between the beginning and the end of the 12-week trial were calculated. Independent t-tests were used to analyze the differences. Results: The intervention group participants experienced an enhanced quality of life in terms of physical functioning, role-physical (role limitations due to physical health), general health, and social functioning. Moreover, the intervention group participants who were not enthusiastic about exercisers experienced an enhanced quality of life in physical functioning, role-physical, and general health. The intervention group participants who attempted to control their weight experienced enhanced general health, vitality, and mental health. Conclusion: Playing exergaming could contribute to users' quality of life in terms of both physical and mental health.
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Affiliation(s)
- Jiajun Yu
- School of Management, Guangzhou Huashang College, Guangzhou 511300, China
- School of Innovation and Entrepreneurship, Guangzhou Huashang College, Guangzhou 511300, China
- Graduate Institute of Management, Chang Gung University, Taoyuan 333, Taiwan
| | - Han-Chung Huang
- Center for General Education, China University of Technology, Taipei 219, Taiwan
| | - T. C. E. Cheng
- Department of Logistics and Maritime Studies, The Hong Kong Polytechnic University, Hong Kong 999077, China
| | - May-Kuen Wong
- Taoyuan Branch, Chang Gung Memorial Hospital, Taoyuan 333, Taiwan
| | - Ching-I Teng
- Graduate Institute of Management, Chang Gung University, Taoyuan 333, Taiwan
- Department of Physical Medicine and Rehabilitation, Linkou Chang Gung Memorial Hospital, Taoyuan 333, Taiwan
- Department of Business and Management, Ming Chi University of Technology, New Taipei 243, Taiwan
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4
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Hastürk G, Akyıldız Munusturlar M. The Effects of Exergames on Physical and Psychological Health in Young Adults. Games Health J 2022; 11:425-434. [PMID: 36126314 DOI: 10.1089/g4h.2022.0093] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Objective: This study aims to examine the effects of Kinect-based exergaming on physical (balance and reaction time) and psychosocial health factors (mental well-being and subjective happiness level) in young adults. Materials and Methods: A total of 22 men aged between 18 and 40, who play sedentary videogames at least once a week, were randomly divided into 2 groups to participate in either a Kinect-based exergame program (experimental group, n = 11) or to continue playing sedentary videogames without making any changes (control group, n = 11). The Kinect-based exergame program, including three exergames (Kinect Adventure: Reflex Ridge, Dance Central 3, Kinect Sports: Volleyball), was implemented with the experimental group for 5 weeks, three times a week, and 45 minutes per session. Balance and reaction time were assessed using SportKAT® 4000 Kinesthetic Ability Trainer and FitLight Trainer™ devices, respectively. To measure mental well-being and subjective happiness level, scales with proven psychometric qualities, whose validity and reliability studies were conducted, were used. Results: Results of the study showed statistically significant improvement for the experimental group on the measures of reaction time [t(10) = -4.69, P = 0.001], subjective happiness [t(10) = 8.94, P = 0.000], and mental well-being [t(10) = 4.62, P = 0.001]. In addition, the difference between the groups in reaction time [t(20) = 1.66, P = 0.01], right leg static balance [t(20) = -2.96, P = 0.008], mental well-being [t(20) = 2.77, P = 0.012], and subjective happiness levels (U = 0.50, P = 0.000) was found to be statistically significant in favor of the experimental group. Conclusion: The findings suggest that Kinect-based exergaming positively supports adults' reaction time, mental well-being, and subjective happiness.
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Affiliation(s)
- Günnur Hastürk
- Department of Recreation, Faculty of Sport Sciences, Eskisehir Technical University, Eskisehir, Turkey,
| | - Müge Akyıldız Munusturlar
- Department of Recreation, Faculty of Sport Sciences, Eskisehir Technical University, Eskisehir, Turkey,
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Harrison L, Sharma N, Irfan O, Zaman M, Vaivada T, Bhutta ZA. Mental Health and Positive Development Prevention Interventions: Overview of Systematic Reviews. Pediatrics 2022; 149:186940. [PMID: 35503329 DOI: 10.1542/peds.2021-053852g] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/03/2023] Open
Abstract
CONTEXT Previous reviews of mental health interventions have focused on adolescents (10-19 years), with a paucity of comprehensive evidence syntheses on preventive interventions for school-aged children (5-10 years). OBJECTIVE To summarize and synthesize the available evidence from systematic reviews of mental health and positive development interventions for children aged 5-14.9 years in both high-income (HIC) and low- and middle-income countries (LMIC), with a focus on preventive and promotive strategies. DATA SOURCES This overview includes all relevant reviews from OVID Medline, The Cochrane Library, and Campbell Systematic Reviews through December 2020. STUDY SELECTION We included systematic reviews that synthesized empirical studies using experimental or quasi-experimental designs to evaluate the effectiveness of interventions in children aged 5-14.9 years. DATA EXTRACTION Data extraction and quality assessment were completed independently and in duplicate by two review authors. The AMSTAR2 tool was used to assess methodological quality. RESULTS We included 162 reviews. The greatest evidence was found in support of school-based universal and anti-bullying interventions in predominantly HIC. Moderate evidence was found for the use of substance abuse prevention, and early learning and positive development interventions in mixed settings. In LMIC-only contexts, the most promising evidence was found for positive youth development programs. LIMITATIONS The review was primarily limited by paucity of high-quality research due to methodological issues and high heterogeneity. CONCLUSIONS This overview of reviews highlights the need for further research to consolidate findings and understand the specific criteria involved in creating positive mental health and development outcomes from the various interventions considered.
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Affiliation(s)
- Leila Harrison
- Centre for Global Child Health, The Hospital for Sick Children (SickKids), Toronto, Ontario, Canada
| | - Naeha Sharma
- Centre for Global Child Health, The Hospital for Sick Children (SickKids), Toronto, Ontario, Canada
| | - Omar Irfan
- Centre for Global Child Health, The Hospital for Sick Children (SickKids), Toronto, Ontario, Canada
| | - Michele Zaman
- Centre for Global Child Health, The Hospital for Sick Children (SickKids), Toronto, Ontario, Canada
| | - Tyler Vaivada
- Centre for Global Child Health, The Hospital for Sick Children (SickKids), Toronto, Ontario, Canada
| | - Zulfiqar A Bhutta
- Centre for Global Child Health, The Hospital for Sick Children (SickKids), Toronto, Ontario, Canada.,Department of Nutritional Sciences, University of Toronto, Toronto, Ontario, Canada.,Center of Excellence in Women and Child Health, Institute for Global Health & Development, Aga Khan University Hospital, Karachi, Pakistan
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6
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Abstract
AbstractIn this paper, several physical activity-based human–computer interaction (HCI) games which are developed and implemented for the improvement of attention, emotion, and sensory–motor coordination will be presented. The interface and the difficulty levels of these games are specially designed for the use of people with different age groups and disabilities. The games involve physical activities for the fulfillment of some basic HCI tasks which require hand and arm motion for control, such as fruit picking and air hockey, with adaptive difficulty levels based on varying parameters of the games and human performance. In the fruit picking game, several fruit images are moving from top to the bottom of the screen. Objective is to collect apples while avoiding the pears. The player’s hand will control the basket that collects the fruits. In the air hockey game, the player will try to score goals against computer-controlled opponent. The player’s hand will control the paddle to hit the puck to score or to defend his/her goal area. The player’s hand is recognized by Kinect RGB-D sensors in both games. Aim of the adaptive difficulty-based system is keeping the players engaged in the games. The games are tested with a group of deaf children (3.5–5 years) as a part of an ongoing project,1 to decrease the stress of the children and increase their positive emotions, attention, and sensory–motor coordination before the audiology tests. The game performances and the evaluation of the therapists show that the games have a positive impact on the children. The games are also tested with a group of adults as a control group, where a mobile EEG device is employed to detect the attention levels. For this purpose, the adults also attended a third game featuring a maze and controlled with Myo sensors.
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Schaeffer E, Roeben B, Granert O, Hanert A, Liepelt-Scarfone I, Leks E, Otterbein S, Saraykin P, Busch JH, Synofzik M, Stransky E, Bartsch T, Berg D. Effects of exergaming on hippocampal volume and brain-derived neurotrophic factor levels in Parkinson's disease. Eur J Neurol 2021; 29:441-449. [PMID: 34724287 DOI: 10.1111/ene.15165] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2021] [Revised: 10/17/2021] [Accepted: 10/27/2021] [Indexed: 12/30/2022]
Abstract
BACKGROUND AND OBJECTIVE Cognitive impairment is among the most burdensome non-motor symptoms in Parkinson's disease (PD) and has been associated with hippocampal atrophy. Exercise has been reported to enhance neuroplasticity in the hippocampus in correlation with an improvement of cognitive function. We present data from the Training-PD study, which was designed to evaluate effects of an "" training protocol on neuronal plasticity in PD. METHODS We initiated a 6-week exergaming training program, combining visually stimulating computer games with physical exercise in 17 PD patients and 18 matched healthy controls. Volumetric segmentation of hippocampal subfields on T1- and T2-weighted magnetic resonance imaging and brain-derived neurotrophic factor (BDNF) serum levels were analyzed before and after the training protocol. RESULTS The PD group showed a group-dependent significant volume increase of the left hippocampal subfields CA1, CA4/dentate gyrus (DG) and subiculum after the 6-week training protocol. The effect was most pronounced in the left DG of PD patients, who showed a significantly smaller percentage volume compared to healthy controls at baseline, but not at follow-up. Both groups had a significant increase in serum BDNF levels after training. CONCLUSIONS The results of the present study indicate that exergaming might be a suitable approach to induce hippocampal volume changes in PD patients. Further and larger studies are needed to verify our findings.
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Affiliation(s)
- Eva Schaeffer
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Benjamin Roeben
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany.,German Center for Neurodegenerative Diseases (DZNE), Tübingen, Germany
| | - Oliver Granert
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Annika Hanert
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Inga Liepelt-Scarfone
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany.,German Center for Neurodegenerative Diseases (DZNE), Tübingen, Germany.,IB Hochschule, Studienzentrum Stuttgart, Stuttgart, Germany
| | - Edyta Leks
- Department of Biomedical Magnetic Resonance, University of Tübingen, Tübingen, Germany
| | - Sascha Otterbein
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Pavel Saraykin
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Jan-Hinrich Busch
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Matthis Synofzik
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany.,German Center for Neurodegenerative Diseases (DZNE), Tübingen, Germany
| | - Elke Stransky
- Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
| | - Thorsten Bartsch
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany
| | - Daniela Berg
- Department of Neurology, Christian-Albrecht-University Kiel, Kiel, Germany.,Department of Neurodegeneration and Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany
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8
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Comeras-Chueca C, Marin-Puyalto J, Matute-Llorente A, Vicente-Rodriguez G, Casajus JA, Gonzalez-Aguero A. Effects of Active Video Games on Health-Related Physical Fitness and Motor Competence in Children and Adolescents With Overweight or Obesity: Systematic Review and Meta-Analysis. JMIR Serious Games 2021; 9:e29981. [PMID: 34661549 PMCID: PMC8561411 DOI: 10.2196/29981] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2021] [Revised: 06/11/2021] [Accepted: 08/02/2021] [Indexed: 01/31/2023] Open
Abstract
Background Childhood obesity is one of the most important public health problems. Active video games (AVGs) have been proposed as an attractive alternative to increase energy expenditure and are being investigated to determine their effectiveness against childhood obesity. Objective The aim of this study is to summarize the existing research and draw conclusions about the effects of AVGs on health-related physical fitness and motor competence in children and adolescents with overweight and obesity. Methods The search strategy was applied to PubMed, MEDLINE, Web of Science, and SPORTDiscus, including randomized and nonrandomized controlled trials investigating the effects of AVG programs on health-related physical fitness and motor competence in children and adolescents with overweight and obesity. To measure the risk of bias in randomized and nonrandomized controlled trials, 2 different quality assessment tools were used. In total, 15 articles met the inclusion criteria, and the variables of interest were BMI, body fat percentage, cardiorespiratory fitness (CRF), waist circumference, fat-free mass, muscular fitness, and motor competence. A meta-analysis was performed. Results Positive effects were found for BMI and body fat percentage, favoring the AVG group compared with a control group with no intervention (mean difference −0.209; 95% CI −0.388 to −0.031 vs mean difference −0.879; 95% CI −1.138 to −0.602). Positive effects seem to be observed for CRF. The effects of AVG interventions on muscular fitness, fat-free mass, waist circumference, and motor competence are unclear. Conclusions AVG programs showed positive effects on BMI, body fat percentage, and CRF. AVG could be a good strategy to combat childhood obesity.
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Affiliation(s)
- Cristina Comeras-Chueca
- Department of Physiatry and Nursing, Faculty of Health Science, University of Zaragoza, Zaragoza, Spain.,GENUD Research Group (Growth, Exercise, NUtrition and Development), University of Zaragoza, Zaragoza, Spain.,EXERNET, Red de Investigación en Ejercicio Físico y Salud para Poblaciones Especiales, Zaragoza, Spain
| | - Jorge Marin-Puyalto
- GENUD Research Group (Growth, Exercise, NUtrition and Development), University of Zaragoza, Zaragoza, Spain.,EXERNET, Red de Investigación en Ejercicio Físico y Salud para Poblaciones Especiales, Zaragoza, Spain.,Department of Physiatry and Nursing, Faculty of Health and Sport Science, University of Zaragoza, Huesca, Spain.,Instituto Agroalimentario de Aragón -IA2-, CITA, Universidad de Zaragoza, Zaragoza, Spain
| | - Angel Matute-Llorente
- GENUD Research Group (Growth, Exercise, NUtrition and Development), University of Zaragoza, Zaragoza, Spain.,EXERNET, Red de Investigación en Ejercicio Físico y Salud para Poblaciones Especiales, Zaragoza, Spain.,Department of Physiatry and Nursing, Faculty of Health and Sport Science, University of Zaragoza, Huesca, Spain.,Instituto Agroalimentario de Aragón -IA2-, CITA, Universidad de Zaragoza, Zaragoza, Spain.,Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), Madrid, Spain
| | - German Vicente-Rodriguez
- GENUD Research Group (Growth, Exercise, NUtrition and Development), University of Zaragoza, Zaragoza, Spain.,EXERNET, Red de Investigación en Ejercicio Físico y Salud para Poblaciones Especiales, Zaragoza, Spain.,Department of Physiatry and Nursing, Faculty of Health and Sport Science, University of Zaragoza, Huesca, Spain.,Instituto Agroalimentario de Aragón -IA2-, CITA, Universidad de Zaragoza, Zaragoza, Spain.,Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), Madrid, Spain
| | - Jose Antonio Casajus
- Department of Physiatry and Nursing, Faculty of Health Science, University of Zaragoza, Zaragoza, Spain.,GENUD Research Group (Growth, Exercise, NUtrition and Development), University of Zaragoza, Zaragoza, Spain.,EXERNET, Red de Investigación en Ejercicio Físico y Salud para Poblaciones Especiales, Zaragoza, Spain.,Instituto Agroalimentario de Aragón -IA2-, CITA, Universidad de Zaragoza, Zaragoza, Spain.,Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), Madrid, Spain
| | - Alex Gonzalez-Aguero
- GENUD Research Group (Growth, Exercise, NUtrition and Development), University of Zaragoza, Zaragoza, Spain.,EXERNET, Red de Investigación en Ejercicio Físico y Salud para Poblaciones Especiales, Zaragoza, Spain.,Department of Physiatry and Nursing, Faculty of Health and Sport Science, University of Zaragoza, Huesca, Spain.,Instituto Agroalimentario de Aragón -IA2-, CITA, Universidad de Zaragoza, Zaragoza, Spain.,Centro de Investigación Biomédica en Red de Fisiopatología de la Obesidad y Nutrición (CIBERObn), Madrid, Spain
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9
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Hashim SSR, Sau N, Trickett T, Jaggi A, Eastwood DM. Medical Interactive Recovery Assistant: a useful clinical tool in paediatric shoulder rehabilitation? INTERNATIONAL JOURNAL OF THERAPY AND REHABILITATION 2021. [DOI: 10.12968/ijtr.2019.0129] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
Background/aims Outpatient physical therapy is the mainstay of treatment in shoulder instability, but lack of motivation and intermittent monitoring of progress is associated with poor compliance. ‘Exergames’ (a combination of videogames and physical exercise) may provide an additional or alternative motivational factor. The aim of this study was to determine the applicability of the Medical Interactive Recovery Assistant Xbox Kinect gaming software in the management of adolescent atraumatic shoulder instability. Methods Patients completed six 30-minute sessions playing games using the Medical Interactive Recovery Assistant while participating in a therapy programme. Pain and fatigue questionnaires, functional assessments and a framework analysis of free-text comments were used. Results A total of 20 female patients (15 unilateral, five bilateral pathology, mean age 14.1 years) completed the sessions. An average session length was 10.8 mins (range 0–24 mins). After each session using the Medical Interactive Recovery Assistant, 80% were neither in pain, nor overly tired. At 2 weeks, the Stanmore Percentage of Normal Shoulder Assessment scores had improved by a mean 17.9% and 10 (50%) patients showed improvements in Oxford Shoulder Instability Scores. Overall, 15 participants (75%) liked the technology; however six (32%) preferred standard physiotherapy, because of software limitations and lack of personal interaction. Conclusions Medical Interactive Recovery Assistant gamification is applicable for this patient cohort and could be integrated into adolescent atraumatic shoulder instability rehabilitation programmes; however, results emphasise the importance of personal contact.
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Affiliation(s)
| | - Nasreen Sau
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
| | - Toni Trickett
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
| | - Anju Jaggi
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
| | - Deborah M Eastwood
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
- Division of Surgery and Interventional Science, University College London, London, UK
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10
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Marquez DX, Aguiñaga S, Vásquez PM, Conroy DE, Erickson KI, Hillman C, Stillman CM, Ballard RM, Sheppard BB, Petruzzello SJ, King AC, Powell KE. A systematic review of physical activity and quality of life and well-being. Transl Behav Med 2021; 10:1098-1109. [PMID: 33044541 DOI: 10.1093/tbm/ibz198] [Citation(s) in RCA: 140] [Impact Index Per Article: 46.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/21/2022] Open
Abstract
Maintaining or improving quality of life (QoL) and well-being is a universal goal across the lifespan. Being physically active has been suggested as one way to enhance QoL and well-being. In this systematic review, conducted in part for the 2018 U.S. Health and Human Services Physical Activity Guidelines for Americans Scientific Advisory Committee Report, we examined the relationship between physical activity (PA) and QoL and well-being experienced by the general population across the lifespan and by persons with psychiatric and neurologic conditions. Systematic reviews, meta-analyses, and pooled analyses from 2006 to 2018 were used for the evidence base. Strong evidence (predominantly from randomized controlled trials [RCTs]) demonstrated that, for adults aged 18-65 years and older adults (primarily 65 years and older), PA improves QoL and well-being when compared with minimal or no-treatment controls. Moderate evidence indicated that PA improves QoL and well-being in individuals with schizophrenia and Parkinson's disease, and limited evidence indicated that PA improves QoL and well-being for youth and for adults with major clinical depression or bipolar disorder. Insufficient evidence existed for individuals with dementia because of a small number of studies with mixed results. Future high-quality research designs should include RCTs involving longer interventions testing different modes and intensities of PA in diverse populations of healthy people and individuals with cognitive (e.g., dementia) and mental health conditions (e.g., schizophrenia) to precisely characterize the effects of different forms of PA on aspects of QoL and well-being.
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Affiliation(s)
- David X Marquez
- Department of Kinesiology and Nutrition, Center for Research on Health and Aging, Institute for Health Research and Policy, University of Illinois at Chicago, Chicago, IL, USA
| | - Susan Aguiñaga
- Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign, Urbana, IL, USA
| | - Priscilla M Vásquez
- Department of Neurosciences, University of California San Diego, La Jolla, CA, USA
| | - David E Conroy
- Department of Kinesiology, The Pennsylvania State University, University Park, PA, USA
| | - Kirk I Erickson
- Department of Psychology, Brain Aging and Cognitive Health Lab, University of Pittsburgh, Pittsburgh, PA, USA
| | - Charles Hillman
- Department of Psychology and Department of Physical Therapy, Movement, and Rehabilitation Sciences, Center for Cognitive and Brain Health, Northeastern University, Boston, MA, USA
| | - Chelsea M Stillman
- Department of Psychology, Brain Aging and Cognitive Health Lab, University of Pittsburgh, Pittsburgh, PA, USA
| | - Rachel M Ballard
- Office of Disease Prevention, Office of the Director, National Institutes of Health, Bethesda, MD 20892, USA
| | | | - Steven J Petruzzello
- Department of Kinesiology and Community Health, University of Illinois at Urbana-Champaign; Urbana, IL, USA
| | - Abby C King
- Department of Health Research and Policy, Stanford Prevention Research Center, Department of Medicine, Stanford University, Stanford, CA, USA
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11
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Age-Related Differential Effects of School-Based Sitting and Movement Meditation on Creativity and Spatial Cognition: A Pilot Study. CHILDREN-BASEL 2021; 8:children8070583. [PMID: 34356562 PMCID: PMC8303844 DOI: 10.3390/children8070583] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/01/2021] [Revised: 06/28/2021] [Accepted: 07/06/2021] [Indexed: 11/17/2022]
Abstract
Psychophysical well-being can be supported during development by the integration of extra-curricular activities in scholastic settings. These activities can be implemented in different forms, ranging from physical activities to sitting meditation practices. Considering that both such activities are thought to affect children’s psychophysical development, a movement-based meditation that combines the two approaches−in the form of a short daily activity−could represent a powerful tool to promote healthy physical and mental development. Consequently, the current pilot study aimed to examine the effect of short daily school-based sitting and movement meditation trainings on creativity and spatial cognition. Utilizing a crossover design, we evaluated their feasibility and efficacy at different ages among children (n = 50) in 5th to 8th grade. We observed that 5 weeks of daily training in sitting and movement meditation techniques improved children’s cognition differently. Specifically, younger children showed greater creativity and better spatial cognition following the movement-based meditation, while older children showed greater enhancement in these areas following sitting meditation training. This suggests that training can affect children’s cognition differently depending on their developmental stage. We discuss these results within the framework of embodied and grounded cognition theories. Information on feasibility and age-related effect sizes derived from the current study paves the way for future well-powered larger-scale efficacy studies on different forms of school-based interventions to cognitive development promotion.
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12
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Rüth M, Kaspar K. Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards. Front Psychol 2021; 12:644036. [PMID: 33897546 PMCID: PMC8062880 DOI: 10.3389/fpsyg.2021.644036] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2020] [Accepted: 02/26/2021] [Indexed: 12/19/2022] Open
Abstract
Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with negative physical, mental, and economic consequences. Younger and older people have not reached the recommended physical activity level for years. Societal restrictions due to COVID-19 additionally reduce opportunities for physical activity, and they increase social isolation. Here, we outline how playing exergames with others (social exergaming) at home could foster physical and mental health and promote communication and discussions on exergaming. Accordingly, we highlight the educational and social benefits of exergaming at home and delineate the concept of Educational and Social Exergaming (EASE). We outline specific benefits and pitfalls of exergaming regarding its physical and nonphysical effects, including educational values of discussing exergaming experiences and related topics. Moreover, we discuss the relevance of practical guidelines for educational and social exergaming at home as well as prospects for future research. Overall, educational and social exergaming could alleviate several detrimental effects of both pandemics on the health and well-being of people of all ages.
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Affiliation(s)
- Marco Rüth
- Department of Psychology, University of Cologne, Cologne, Germany
| | - Kai Kaspar
- Department of Psychology, University of Cologne, Cologne, Germany
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13
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Šlosar L, de Bruin ED, Fontes EB, Plevnik M, Pisot R, Simunic B, Marusic U. Additional Exergames to Regular Tennis Training Improves Cognitive-Motor Functions of Children but May Temporarily Affect Tennis Technique: A Single-Blind Randomized Controlled Trial. Front Psychol 2021; 12:611382. [PMID: 33790833 PMCID: PMC8005621 DOI: 10.3389/fpsyg.2021.611382] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2020] [Accepted: 02/23/2021] [Indexed: 12/23/2022] Open
Abstract
This study evaluated the effects of an exergame program (TennisVirtua-4, Playstation Kinect) combined with traditional tennis training on autonomic regulation, tennis technique, gross motor skills, clinical reaction time, and cognitive inhibitory control in children. Sixty-three children were randomized into four groups (1st - two exergame and two regular trainings sessions/week, 2nd - one exergame and one regular training sessions/week, 3rd - two regular trainings sessions/week, and 4th - one regular training session/week) and compared at baseline, 6-month immediately post intervention and at 1-year follow-up post intervention. At 6-month post intervention the combined exergame and regular training sessions revealed: higher breathing frequency, heart rate (all ps ≤ 0.001) and lower skin conductance levels (p = 0.001) during exergaming; additional benefits in the point of contact and kinetic chain elements of the tennis forehand and backhand technique (all ps ≤ 0.001); negative impact on the shot preparation and the follow-through elements (all ps ≤ 0.017); higher ball skills (as part of the gross motor skills) (p < 0.001); higher percentages of clinical reaction time improvement (1st -9.7% vs 3rd group -7.4% and 2nd -6.6% vs 4th group -4.4%, all ps ≤ 0.003) and cognitive inhibitory control improvement in both congruent (1st -20.5% vs 3rd group -18.4% and 2nd -11.5% vs 4th group -9.6%, all ps ≤ 0.05) and incongruent (1st group -19.1% vs 3rd group -12.5% and 2nd group -11.4% vs 4th group -6.5%, all ps ≤ 0.001) trials. The 1-year follow-up test showed no differences in the tennis technique, clinical reaction time and cognitive inhibitory control improvement between groups with the same number of trainings per week. The findings support exergaming as an additional training tool, aimed to improve important cognitive-motor tennis skills by adding dynamics to the standardized training process. Caution should be placed to planning this training, e.g., in a mesocycle, since exergaming might decrease the improvement of specific tennis technique parts of the trainees. (ClinicalTrials.gov; ID: NCT03946436).
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Affiliation(s)
- Luka Šlosar
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia
| | - Eling D de Bruin
- Institute of Human Movement Sciences and Sport, Department Health Sciences and Technology, ETH Zurich, Zurich, Switzerland.,Division of Physiotherapy, Department of Neurobiology, Care Sciences and Society, Karolinska Institute, Stockholm, Sweden
| | - Eduardo Bodnariuc Fontes
- Research Group in Physical Activity, Cognition and Behavior, Federal University of Rio Grande do Norte, Natal, Brazil
| | - Matej Plevnik
- Department of Kinesiology, Faculty of Health Sciences, University of Primorska, Izola, Slovenia
| | - Rado Pisot
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia
| | - Bostjan Simunic
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia
| | - Uros Marusic
- Institute for Kinesiology Research, Science and Research Centre Koper, Koper, Slovenia.,Department of Health Sciences, Alma Mater Europaea - ECM, Maribor, Slovenia
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14
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dos Santos IK, de Medeiros RCDSC, de Medeiros JA, de Almeida-Neto PF, de Sena DCS, Cobucci RN, Oliveira RS, Cabral BGDAT, Dantas PMS. Active Video Games for Improving Mental Health and Physical Fitness-An Alternative for Children and Adolescents during Social Isolation: An Overview. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18041641. [PMID: 33572159 PMCID: PMC7915633 DOI: 10.3390/ijerph18041641] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/26/2020] [Revised: 01/25/2021] [Accepted: 01/28/2021] [Indexed: 12/11/2022]
Abstract
The aim of this study was to synthesize the evidence on the effects of active video games (AVGs) on mental health, physical fitness and body composition of children and adolescents. A search was conducted in the following databases: PubMed; MEDLINE (by Ovid); SportDiscus, Cochrane library systematic reviews (CENTRAL) and EMBASE with no language restrictions during October 2020. Reviews on the use of AVGs were included in the study. We use the AMSTAR (A MeaSurement Tool to Assess systematic Reviews) scale to analyze the methodological quality of the studies. Seventeen systematic reviews and meta-analyzes were included on the effects of AVGs with 30 to 4728 children and adolescents of both sexes with ages ranging from 6 to 19 years. In five studies, the population was overweight or obese. Regarding the quality, 12 studies were of moderate quality, two had high quality, two had low quality and one showed very low quality. The analyzed data indicate that the use of AVGs with a frequency of 1 to 3 times a week with durations of between 10 and 90 min per day shows positive effects on mental health and physical functioning. There was moderate quality evidence that AVGs can result in benefits for self-esteem, increased energy expenditure, physical activity and reduced body mass index in children and adolescents who used AVGs in the home environment. Further research is needed on this tool to help in the process of social isolation and consequently in promoting health and well-being.
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Affiliation(s)
- Isis Kelly dos Santos
- Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (I.K.d.S.); (R.C.d.S.C.d.M.); (J.A.d.M.)
| | | | - Jason Azevedo de Medeiros
- Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (I.K.d.S.); (R.C.d.S.C.d.M.); (J.A.d.M.)
| | - Paulo Francisco de Almeida-Neto
- Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (P.F.d.A.-N.); (D.C.S.d.S.)
| | - Dianne Cristina Souza de Sena
- Graduate Program in Physical Education, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (P.F.d.A.-N.); (D.C.S.d.S.)
| | - Ricardo Ney Cobucci
- Biotechnology Graduate Program, Potiguar University of Rio Grande do Norte, Natal 59078-970, Brazil;
| | - Ricardo Santos Oliveira
- Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (R.S.O.); (B.G.d.A.T.C.)
| | | | - Paulo Moreira Silva Dantas
- Graduate Program in Health Sciences, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (I.K.d.S.); (R.C.d.S.C.d.M.); (J.A.d.M.)
- Department of Physical Activity, Federal University of Rio Grande do Norte, Natal 59078-970, Brazil; (R.S.O.); (B.G.d.A.T.C.)
- Correspondence: ; Tel./Fax: +55-84-3215-3450
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15
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Martin-Niedecken AL, Mahrer A, Rogers K, de Bruin ED, Schättin A. “HIIT” the ExerCube: Comparing the Effectiveness of Functional High-Intensity Interval Training in Conventional vs. Exergame-Based Training. FRONTIERS IN COMPUTER SCIENCE 2020. [DOI: 10.3389/fcomp.2020.00033] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022] Open
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16
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Andrade A, da Cruz WM, Correia CK, Santos ALG, Bevilacqua GG. Effect of practice exergames on the mood states and self-esteem of elementary school boys and girls during physical education classes: A cluster-randomized controlled natural experiment. PLoS One 2020; 15:e0232392. [PMID: 32502164 PMCID: PMC7274370 DOI: 10.1371/journal.pone.0232392] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/22/2019] [Accepted: 04/07/2020] [Indexed: 12/14/2022] Open
Abstract
Reduced physical exercise can impact children's mental health. Use of active electronic games can help promote psychological health. Physical education (PE class) uses different resources, methods, and contents to promote student health. We investigated the effect of exergames on the mood and self-esteem of children and compare it that of with traditional PE classes. From a sample of 213 children (7-11 years old), 140 from 10 classes of the fourth and fifth grades of elementary school (59 boys, 81 girls; mean age 9.41±0.48 years), allocated to an experimental group (EG; n = 68; five clusters) and a PE group (PE; n = 72; five clusters), participated in this experimental controlled study. The EG practiced exergames during three 40-minute classes, and the PE group held three routine curricular PE classes. Brunel's Mood Scale and Rosenberg's Self-Esteem Scale were applied. Repeated measures ANOVA identified differences between sexes and groups. The main results of the EG demonstrated reduced tension in girls (p <0.05; ES: 0.62; 95% CI: 0.17-1.05). Regarding sex comparisons, anger was lower in girls (F: 4.57; p <0.05; ES: 0.61; 95% CI: 0.11-1.11) in the EG. Vigor was higher in girls in the EG than in those in the PE group (F: 5.46; p <0.05; ES: 0.56; 95% CI: 0.12-1.01). The main results of the PE group indicated increased self-esteem in boys (p <0.05; ES: 0.58; 95% CI: 0.08-1.07) and reduction of girls' mental confusion (p <0.05; ES 0.58; 95% CI 0.15-1.06). Thus, exergames impact boys' and girls' self-esteem and mood, as well as traditional physical education classes. Further study on exergames in schools is essential, with long-term effects on physical and mental health. Exergames bring interesting, varied content, technology, and innovation that can increase the attractiveness of physical education.
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Affiliation(s)
- Alexandro Andrade
- Laboratory of Sport and Exercise Psychology, Santa Catarina State University, Florianópolis, Brazil
- * E-mail:
| | | | - Clara Knierim Correia
- Laboratory of Aquatic Biomechanics, Santa Catarina State University, Florianópolis, Brazil
| | - Ana Luiza Goya Santos
- Laboratory of Sport and Exercise Psychology, Santa Catarina State University, Florianópolis, Brazil
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17
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Ruggiero L, Seltzer ED, Dufelmeier D, McGee Montoya A, Chebli P. MyPlate Picks: Development and Initial Evaluation of Feasibility, Acceptability, and Impact of an Educational Exergame to Help Promote Healthy Eating and Physical Activity in Children. Games Health J 2020; 9:197-207. [PMID: 32293906 DOI: 10.1089/g4h.2019.0056] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Objective: Obesity in children is a serious public health concern. Technology-based games that incorporate physical activity and nutrition education create an opportunity to engage youth to promote healthy behavior change to help address the obesity problem. "MyPlate Picks" (MPP) is a new digital educational exergame designed to facilitate movement, provide knowledge, enhance motivation, and encourage behavior change related to healthy eating and physical activity in youth. This article describes the development, formative work, and initial evaluation of the feasibility, acceptability, and preliminary outcomes. Materials and Methods: Development and formative testing was conducted. MPP focuses on physical activity and three "MyPlate" nutrition education areas: "make half your plate fruits and vegetables"; "avoid oversized portions"; and "drink water instead of sugary drinks"; and it provides opportunity for movement during gameplay. Two phases and multiple pilot groups of youth aged 7 to 13 years attending nutrition education programs (N = 48) were conducted by using single-group pre-post designs. The first phase (n = 21) examined individual and team gameplay, and the second phase (n = 27) focused only on team gameplay. A self-report survey included questions on knowledge, acceptability, and behavioral intention. Knowledge scores from gameplay logs were also examined for the individual gameplay group. Results: Across pilots, youth showed a mean increase of 11.8% on the knowledge survey. In-game knowledge scores in the individual gameplay group also showed a 12.5% increase in knowledge scores. Examination of post-gameplay behavioral intentions found strong reported intentions to eat more fruits and vegetables and get more physical activity. Majority of the youth reported that the game was a lot of fun. Conclusions: The formative work and initial evaluation of MPP shows promising results for knowledge and behavioral intentions. The youth reported that the team play approach was more fun. Future evaluation is needed to examine the game in larger groups and by using other implementation approaches.
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Affiliation(s)
- Laurie Ruggiero
- Community Health Sciences/Institute for Health Research and Policy, School of Public Health, University of Illinois at Chicago, Chicago, Illinois.,Behavioral Health and Nutrition, College of Health Sciences, University of Delaware, Newark, Delaware
| | - Erica D Seltzer
- University of Illinois Cancer Center, University of Illinois at Chicago, Chicago, Illinois
| | - Daylan Dufelmeier
- Chicago Partnership for Health Promotion, University of Illinois at Chicago, Chicago, Illinois
| | - Anastasia McGee Montoya
- Chicago Partnership for Health Promotion, University of Illinois at Chicago, Chicago, Illinois
| | - Perla Chebli
- Community Health Sciences, School of Public Health, University of Illinois at Chicago, Chicago, Illinois
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18
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Soltani P, Figueiredo P, Vilas-Boas JP. Does exergaming drive future physical activity and sport intentions? J Health Psychol 2020; 26:2173-2185. [PMID: 32114831 DOI: 10.1177/1359105320909866] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
We studied how usability and playability of sport exergames affect future intentions of participation in physical activity or actual sport. We employed questionnaires to measure participants' enjoyment, usability, game-experience, and future intentions of physical activity and real sport. We compared the outcomes based on players' gender, previous real-swimming, and exergame experience. Psychological parameters were not different between groups but players without exergame experience enjoyed the game more. Physical activity intentions increased for all participants but not swimming intentions. The limitations of current gaming systems and their effects on players' gaming experience and intentions are discussed.
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Affiliation(s)
- Pooya Soltani
- Centre of Research, Education, Innovation and Intervention in Sport (CIFI2D), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal.,Etienne-Jules Marey Institute of Movement Sciences, Aix-Marseille University, France.,Assistive Technologies Innovation Centre (ATiC), University of Wales Trinity Saint David, UK.,Department of Physical Education and Sport Sciences, School of Education and Psychology, Shiraz University, Iran
| | - Pedro Figueiredo
- Portuguese Football School, Portuguese Football Federation, Portugal.,Research Center in Sports Sciences, Health Sciences and Human Development, CIDESD, University Institute of Maia, ISMAI, Portugal
| | - João Paulo Vilas-Boas
- Centre of Research, Education, Innovation and Intervention in Sport (CIFID), Porto Biomechanics Laboratory (LABIOMEP), University of Porto, Portugal
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19
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Martin-Niedecken AL, Schättin A. Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Front Psychol 2020; 11:138. [PMID: 32140125 PMCID: PMC7042401 DOI: 10.3389/fpsyg.2020.00138] [Citation(s) in RCA: 25] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2019] [Accepted: 01/20/2020] [Indexed: 12/13/2022] Open
Abstract
The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch as eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific health management, including prevention of health issues and training of these functions. To contribute to this topic, we present in this mini review possible avenues for holistic training approaches for cognitively, physically and mentally fitter and more powerful eSports athletes based on interdisciplinary findings. We discuss exergames as a motivating and promising complementary training approach for eSports athletes, which simultaneously combines physical and cognitive stimulation and challenges in an attractive gaming environment. Furthermore, we propose exergames as innovative full-body eSports-tournament revolution. To conclude, exergames bring new approaches to (physical) eSports, which in turn raise new topics in the growing eSports research and development community.
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Affiliation(s)
| | - Alexandra Schättin
- Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland
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20
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Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17020609. [PMID: 31963598 PMCID: PMC7013551 DOI: 10.3390/ijerph17020609] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 12/30/2019] [Revised: 01/10/2020] [Accepted: 01/15/2020] [Indexed: 12/25/2022]
Abstract
The aim of this study is to experimentally assess the effects of an intervention program through a video game called “Aislados” for the improvement of subjective well-being, mental health and trait emotional intelligence of a sample of adolescents (n = 187). We used well-established measures with appropriate psychometric properties. The study used a quasi-experimental design of pre-test/post-test repeated measurements with a control group. First, a multivariate analysis of variance (MANOVA) and then descriptive analyses and variance analyses (ANOVAs) were carried out by the adolescents randomly assigned to the experimental and control conditions. Then, a multivariate analysis of covariance (MANCOVA) was performed on the study’s variables as a whole. Descriptive and covariance analyses of the post-test scores were carried out (ANCOVAs post-test, co-varying pre-test scores), in order to demonstrate the impact of the program. The effect size was reckoned (Cohen’s d). The results confirm statistically-significant differences in: Health-Related Quality of life, positive affect and mental health. The study provides an effective intervention tool which has been experimentally validated. The overall results allow for emphasizing the importance of the implementation of programs aimed at encouraging social and emotional learning throughout adolescence as protective resources in fostering emotional and behavioral adjustment in adolescents.
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21
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Kari T, Salo M, Frank L. Role of situational context in use continuance after critical exergaming incidents. INFORMATION SYSTEMS JOURNAL 2019. [DOI: 10.1111/isj.12273] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Affiliation(s)
- Tuomas Kari
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
| | - Markus Salo
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
| | - Lauri Frank
- Faculty of Information TechnologyUniversity of Jyvaskyla Jyvaskyla Finland
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22
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Calcagni N, Gana K. De l’efficacité d’un « exergame » sur le stress perçu et le sentiment d’auto-efficacité chez un patient atteint de la maladie de Parkinson : résultats d’un protocole à cas unique de type ABAB. PRAT PSYCHOL 2019. [DOI: 10.1016/j.prps.2018.11.004] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
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