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Research Report Out:
 Exergaming in 2011


  Barbara Chamberlin, PhD
       Michelle Garza




                        www.gamesforhealth.org
WHAT WE’RE PLAYING...




      www.gamesforhealth.org
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www.gamesforhealth.org
www.gamesforhealth.org
www.gamesforhealth.org
www.gamesforhealth.org
www.gamesforhealth.org
www.gamesforhealth.org
Want it?
to receive this informal
paper, email request to:

bchamber@nmsu.edu




        www.gamesforhealth.org
Physiological Impacts




         www.gamesforhealth.org
Physiological Impacts
Increases energy expenditure from sedentary or
light to moderate levels
                     (Biddiss & Irwin, 2010; Graves, Stratton, Ridgers, & Cable, 2008)




                       www.gamesforhealth.org
Physiological Impacts
Increases energy expenditure from sedentary or
light to moderate levels
                                                (Biddiss & Irwin, 2010; Graves, Stratton, Ridgers, & Cable, 2008)



Games requiring upper and lower limb
movements, offer the opportunity to achieve
vigorous physical activity levels
 (Siegel, Haddock, Dubois, & Wilkin, 2009; Warburton et al., 2007, Biddiss & Irwin, 2010; Trout & Christie, 2007)




                                                   www.gamesforhealth.org
Physiological Impacts




         www.gamesforhealth.org
Physiological Impacts
Results include positive changes in:
  •maximal oxygen consumption, vertical jump and systolic
    blood pressure in college-age subjects,
                                                  (Warburton et al., 2007)

  •heart rate, systolic and diastolic blood pressure, ventilation,
    respiratory rate, oxygen consumption and energy
    expenditure in young children
                                                    (Wang & Perry, 2006)

  • a reduction of body fat and weight loss
                                                                (Trout, 2008)




                             www.gamesforhealth.org
Physiological Impacts
Results include positive changes in:
    •maximal oxygen consumption, vertical jump and systolic
     blood pressure in college-age subjects,
                                                    (Warburton et al., 2007)

    •heart rate, systolic and diastolic blood pressure, ventilation,
     respiratory rate, oxygen consumption and energy
     expenditure in young children
                                                      (Wang & Perry, 2006)

    • a reduction of body fat and weight loss
                                                                  (Trout, 2008)

•


                               www.gamesforhealth.org
Physiological Impacts




         www.gamesforhealth.org
Physiological Impacts
Environment, use, and individual game
characteristics impact physiological impacts. For
example...




                        www.gamesforhealth.org
Physiological Impacts
Environment, use, and individual game
characteristics impact physiological impacts. For
example...
     • competition/collaboration (Staiano & Calvert, 2010, Song, Kim,Tenzek, & Lee, 2010)




                                      www.gamesforhealth.org
Physiological Impacts
Environment, use, and individual game
characteristics impact physiological impacts. For
example...
     • competition/collaboration (Staiano & Calvert, 2010, Song, Kim,Tenzek, & Lee, 2010)
     • experience of players (Sell, Lillie, & Taylor, 2008)




                                       www.gamesforhealth.org
Physiological Impacts
Environment, use, and individual game
characteristics impact physiological impacts. For
example...
     • competition/collaboration (Staiano & Calvert, 2010, Song, Kim,Tenzek, & Lee, 2010)
     • experience of players (Sell, Lillie, & Taylor, 2008)
     • weight of gaming youth (Pate, 2008)




                                       www.gamesforhealth.org
Physiological Impacts




         www.gamesforhealth.org
Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)




                                  www.gamesforhealth.org
Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)
• Game exertion is not a deterrent
                            (Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010)




                                     www.gamesforhealth.org
Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)
• Game exertion is not a deterrent
                            (Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010)


• Attendance and participation is increased                                              (Warburton
 et al., 2007)




                                     www.gamesforhealth.org
Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)
• Game exertion is not a deterrent
                            (Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010)


• Attendance and participation is increased                                              (Warburton
 et al., 2007)


• Perceived exertion is lower                          (Wittman, 2010)




                                     www.gamesforhealth.org
Social and Psychosocial




          www.gamesforhealth.org
Social and Psychosocial
• Positive impacts on bonding, group socialization, higher-
 self esteem, mutual support and intergenerational
 socializing, for older women (Wollersheim, 2010)




                           www.gamesforhealth.org
Social and Psychosocial
• Positive impacts on bonding, group socialization, higher-
  self esteem, mutual support and intergenerational
  socializing, for older women (Wollersheim, 2010)
• Beneficial social interaction and motivation for girls and
  seniors (Suhonen, 2008, Jaana, 2006)




                           www.gamesforhealth.org
Social and Psychosocial
• Positive impacts on bonding, group socialization, higher-
  self esteem, mutual support and intergenerational
  socializing, for older women (Wollersheim, 2010)
• Beneficial social interaction and motivation for girls and
  seniors (Suhonen, 2008, Jaana, 2006)
• Physical interaction and social interaction are linked
                                           (Mueller, 2010, Lindley et al., 2008)




                           www.gamesforhealth.org
Long-Term Effects




       www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)




                                     www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.




                                     www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.
       (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)




                                                            www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.
       (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)


•
Promote exercise, improve user attitudes regarding physical
  activity, and help establish healthier daily physical activity patterns




                                                            www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.
       (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)


•
Promote exercise, improve user attitudes regarding physical
  activity, and help establish healthier daily physical activity patterns
                                                                                             (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)




                                                            www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.
       (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)


•
Promote exercise, improve user attitudes regarding physical
  activity, and help establish healthier daily physical activity patterns
                                                                                             (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)


•
Parental and peer involvement improved youth participant’s
  initial and sustained participation in exergame use




                                                            www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.
       (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)


•
Promote exercise, improve user attitudes regarding physical
  activity, and help establish healthier daily physical activity patterns
                                                                                             (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)


•
Parental and peer involvement improved youth participant’s
  initial and sustained participation in exergame use
                                                                                                                              (Paez, et al., 2009)




                                                            www.gamesforhealth.org
Long-Term Effects
•
Little is known about the long-term behavior changes related to
  such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
  behavioral impacts of exergame use.
       (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)


•
Promote exercise, improve user attitudes regarding physical
  activity, and help establish healthier daily physical activity patterns
                                                                                             (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)


•
Parental and peer involvement improved youth participant’s
  initial and sustained participation in exergame use
                                                                                                                              (Paez, et al., 2009)




                                                            www.gamesforhealth.org
Academic Impacts




      www.gamesforhealth.org
Academic Impacts
•   Positive implications on academic achievement, absenteeism,
    negative classroom behaviors, physical activity levels and tardiness




                                www.gamesforhealth.org
Academic Impacts
•   Positive implications on academic achievement, absenteeism,
    negative classroom behaviors, physical activity levels and tardiness
                ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)




                                               www.gamesforhealth.org
Academic Impacts
•   Positive implications on academic achievement, absenteeism,
    negative classroom behaviors, physical activity levels and tardiness
                ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)


•   Promoting physical fitness and increasing time in physical
    education can lead to improved grades and standardized test
    scores




                                               www.gamesforhealth.org
Academic Impacts
•   Positive implications on academic achievement, absenteeism,
    negative classroom behaviors, physical activity levels and tardiness
                ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)


•   Promoting physical fitness and increasing time in physical
    education can lead to improved grades and standardized test
    scores
                                  (Castelli, Hillman, Buck, & Erwin, 2007; Chomitz et al., 2009; Active Living Research, 2009),




                                               www.gamesforhealth.org
Academic Impacts
•   Positive implications on academic achievement, absenteeism,
    negative classroom behaviors, physical activity levels and tardiness
                    ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)


•   Promoting physical fitness and increasing time in physical
    education can lead to improved grades and standardized test
    scores
                                      (Castelli, Hillman, Buck, & Erwin, 2007; Chomitz et al., 2009; Active Living Research, 2009),


•   Classroom-based physical activities have positive associations on
    academic behaviors, academic achievement (Centers for Disease Control and
    Prevention, 2010), energy expenditure (Stewart, Dennison, Kohl, & Doyle, 2004) and on-task

    behavior (Mahar et al., 2006)



                                                   www.gamesforhealth.org
www.gamesforhealth.org
We know games can help users
    get physical activity...




            www.gamesforhealth.org
how?
                              why?
 We know games can help users
     get physical activity...

       with what kind of help?


              www.gamesforhealth.org
Need
• Data-driven and original research
• Impacts of social factors
• Intervention design factors
• Implementation guidelines
• Game design recommendations

                  www.gamesforhealth.org
Active Living Research (2009). Active education: Physical education, physical activity and academic performance (pp. 8). San Diego: Robert Wood Johnson Foundation.
Bailey, B. W., & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Arch Pediatr Adolesc Med. doi: 10.1001/
archpediatrics.2011.15
Barkley, J. E., & Penko, A. L. (2009). Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative
and treadmill walking in adults. Journal of Exercise Physiology Online, 12(3). 
Bausch, L., Beran, J., Cahanes, S., & Krug, L. (2008). Physiological responses while playing nintendo wii sports. Journal of Undergraduate Kinesiology Research, 3(2), 19-25.

Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: A systematic review. Archives of Pediatrics and Adolescent Medicine,
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Bonetti, A., Drury, D., Danoff, J., & Miller, T. (2010). Comparison of acute exercise responses between conventional video gaming and isometric resistance exergaming.
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Castelli, D. M., Hillman, C. H., Buck, S. M., & Erwin, H. E. (2007). Physical fitness and academic achievement in third- and fifth-grade students. Journal of Sport & Exercise
Psychology,, 29, 13. 
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2008-2357
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                                                                               www.gamesforhealth.org
Donnelly, J., & Lambourne, K. (2011). Classroom-based physical activity, cognition, and academic achievement. Preventive Medicine. doi: 10.1016/j.ypmed.2011.01.021
Durkin, K. (2010). Videogames and young people with developmental disorders. [Article]. Review of General Psychology, 14(2), 122-140. doi: 10.1037/a0019438
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gait in patients with parkinson disease. [Article]. Journal of Rehabilitation Research and Development, 47(6), 573-581. doi: 10.1682/jrrd.2009.10.0165
Fox, C. K., Barr-Anderson, D., Neumark-Sztainer, D., & Wall, M. (2010). Physical activity and sports team participation: Associations with academic outcomes in middle
school and high school students. Journal of School Health, 80(1), 31-37. doi: 10.1111/j.1746-1561.2009.00454.x
Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). Neat-o- games: Blending physical activity and fun in the daily routine. Computers in
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hemiplegic cerebral palsy. Archives of physical medicine and rehabilitation, 91(1), 1-8.e1. doi: doi:10.1016/j.apmr.2009.08.153
Graham, C. A., Perron, R. M., Feldman, J. R., & Hall, E. E. (2011). Does Exergaming Achieve the Same Levels of Fitness Intensity as Unstructured Activity? Undergraduate
Research Journal for the Human Sciences, 10(1).
Graves, L., Stratton, G., Ridgers, N., & Cable, N. (2008). Energy expenditure in adolescents playing new generation computer games. British Medical Journal, 42(7), 592. 
Griffiths, M. (2005). Video games and health. British Medical Journal, 331(7509), 122-123. doi: citeulike-article-id:315657
Guy, S., Ratzki-Leewing, A., & Gwadry-Sridhar, F. (2011). Moving beyond the stigma: Systematic review of video games and their potential to combat obesity. International
Journal of Hypertension, 1-13. doi:10.4061/2011/179124
Haddock, B., Siegel, S. R., & Wikin, L. (2009). The addition of a video game to stationary cycling: The impact on energy expenditure in overweight children. The Open
Sports Sciences Journal, 2, 42-46. 
 Haddock, B., Siegel, S., & Wilkin, L. (2010). Energy expenditure of middle school children while playing Wii sports games. 
Hellmich, N. (2010). Go to school and just dance - video games and other activities supplement gym class, USA Today. Retrieved from http://www.usatoday.com/
printedition/life/20101011/justdance11_cv.art.htm.
Hoffman, B., & Nadelson, L. (2009). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 57(5), 245-270.

Hoysniemi, J. (2006). International survey on the dance dance revolution game. Computers in Entertainment (CIE), 4(2). 
Ijsselsteijn, W., Nap, H., de Kort,Y., & Poels, K. (2007). Digital game design for elderly users. Proceedings of the 2007 conference on Future Play, 17-22.
Jaana, L., Ritva, R. (2006). Mobile fitness application for the aging population. Paper presented at the ASK-IT International Conference, Nice, France. http://
www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=pubmed&cmd=Retrieve&dopt=AbstractPlus&list_uids=related:I09IyNsq1BEJ:scholar.google.com.




                                                                                  www.gamesforhealth.org
Levi, J.,Vinter, S., Laurent, R., & Segal, L. (2010). F as in fat: How obesity threatens america's future 2010: Trust for America's Health.
Lieberman, D. A. (2001). "Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings." Journal of Ambulatory Care
Management 24(1): 13.
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www.comm.ucsb.edu/faculty/lieberman/exergames.htm
Lieberman, D., Chamberlin, B., Medina, E., Franklin, B., Sanner, B., & Vafiadis, D. (2011). The power of play: Innovations in getting active summit 2011: A science panel
proceedings report from the American Heart Association. Circulation. doi: DOI: 10.1161/CIR.0b013e318219661d
Lin, J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H. (2006). Fishínísteps: Encouraging physical activity with an interactive computer game. UbiComp 2006: Ubiquitous
Computing, 261-278.
Lindley, S., Lindley, E., Couteur, J. L., & Berthouze, N. L. (2008). Stirring up experience through movement in game play: Effects on engagement and social behaviour. Paper
presented at the Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, Florence, Italy.
Mahar, M., Murphy, S., Rowe, D., Golden, J., Shields, T., & Raedeke, T. (2006). Effects of a classroom-based program on physical activity and on-task behavior. Medicine &
Science in Sports & Exercise, 8. doi: 10.1249/01.mss.0000235359.16685.a3
Maloney, A. E., T. Carter Bethea, et al. (2008). "A Pilot of a Video Game (DDR) to Promote Physical Activity and Decrease Sedentary Screen Time." Obesity 16(9):
2074-2080.
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Conference Proceedings 12th World Sport for all Congress. Malaysia.
Mellecker, R., & McManus, A. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent
Medicine, 162(9), 886.
Mueller, F., Gibbs, M. R., & Vetere, F. (2010). Towards understanding how to design for social play in exertion games. Personal Ubiquitous Comput., 14(5), 417-424. doi:
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Physical Therapy: 9.
Pate, R. (2008). Physically active video gaming: An effective strategy for obesity prevention? Archives of Pediatrics and Adolescent Medicine, 162(9), 895.




                                                                                 www.gamesforhealth.org
Pate, R. R., Saunders, R. P., O’Neill, J. R., & Dowda, M. (2010). Overcoming barriers to physical activity helping youth be more active. HEALTH & FITNESS JOURNAL,
12(1), 5. 
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of Behavioral Medicine, 39(2), 162-169.
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an elementary school setting: A preliminary investigation. J Phys Act Health, 7(3), 343-351.
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coaching for seniors.
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novel intervention. American Journal Geriatric Psychiatry, 18(3), 221-226. doi: doi:10.1097/JGP.0b013e3181c534b5
Saposnik, G., Mamdani, M., Bayley, M., Thorpe, K. E., Hall, J., Cohen, L. G., . . . Stroke Outcome Res Canada, W. (2010). Effectiveness of virtual reality exercises in stroke
rehabilitation (evrest): Rationale, design, and protocol of a pilot randomized clinical trial assessing the wii gaming system. International Journal of Stroke, 5(1), 47-51.
Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. [Article].
Journal of American College Health, 56(5), 505-512. 
Shasek, J. (2009). Exerlearning: Movement, fitness, technology and learning.
Shubert, T. E. (2010). The use of commercial health video games to promote physical activity in older adults. Annals of Long Term Care, 18(5), 6. Retrieved from http://
www.annalsoflongtermcare.com/content/the-use-commercial-health-video-games-promote-physical-activity-older-adults.
Siegel, S., Haddock, B., Dubois, A., & Wilkin, L. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International journal of
exercise science, 2(3), 165. 
Sit, C., Lam, J., & McKenzie, T. (2010). Children's use of electronic games: Choices of game mode and challenge levels. International journal of pediatrics, 2010.
Smith, B. (2005). Physical fitness in virtual worlds. Computer, 38(10), 101-103.
Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2010). Intrinsic motivation in exergames: Competition, competitiveness, and the conditional indirect effect of presence (top 2
faculty paper). Paper presented at the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore.
http://www.allacademic.com/meta/p405150_index.html
Song, H., Kim, J., Tenzek, K., & Lee, K. The effects of competition on intrinsic motivation in exergames and the conditional indirect effects of presence.
Sparks D, C. D., Coughlin L. . (2009). Wii have a problem: A review of self-reported wii related injuries. Informatics in Primary Care, 17(1), 55-57.




                                                                                  www.gamesforhealth.org
Staiano, A., & Calvert, S. (2010). Wii tennis play as physical activity in low-income african american adolescents. Paper presented at the International
Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore. http://www.allacademic.com/meta/
p_mla_apa_research_citation/4/0/3/2/7/p403271_index.html
Stewart, J. A., Dennison, D. A., Kohl, I., Harold W. , & Doyle, J. A. (2004). Exercise level and energy expenditure in the take 10! in-class physical activity program.
Journal of School Health, 74(10), 4.
Suhonen, K., Väätäjä, H., Virtanen, T., & Raisamo, R. (2008). Seriously fun: Exploring how to combine promoting health awareness and engaging gameplay. Paper
presented at the Proceedings of the 12th International conference on Entertainment and media in the ubiquitous era, Tampere, Finland. 
The games in learning project. (2009). Retrieved January 8, 2011, from http://www.learningplace.com.au/deliver/content.asp?pid=31387
Torres, A. (2009). Cognitive effects of videogames on older people. ZON Digital Games 2008(0), 19. 
Trout J, Z. K. (2008). Dance dance revolution: A physiological look at an interactive arcade game. Journal Research, 3(1), 67-72. 
Trout, J., & Christie, B. (2007). Interactive video games in physical education. Journal of Physical Education, Recreation &# 38; Dance, 78, 1-58.
Wang, X., & Perry, A. (2006). Metabolic and physiologic responses to video game play in 7- to 10-year-old boys. Archives of Pediatrics and Adolescent
Medicine, 160(4), 411 - 415. 
Warburton, D. E. R., Bredin, S. S. D., Horita, L. T. L., Zbogar, D., Scott, J. M., Esch, B. T. A., & Rhodes, R. E. (2007). The health benefits of interactive video game
exercise. Appl. Physiol. Nutr. Metab., 32(4), 655-663. doi: 10.1139/H07-038
Widman, L., McDonald, C., & Abresch, R. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in
adolescents with spinal cord dysfunction. J Spinal Cord Med, 29(4), 363 - 370.
Wilkinson, N., Ang, R., & Goh, D. (2008). Online video game therapy for mental health concerns: A review. International journal of social psychiatry, 54(4), 370.
Wittman, G. (2010). Video gaming increases physical activity. Journal of Extension, 48(2).
Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., & Koh, L. (2010). Physical and psychosocial effects of wii video game use among
older women. International Journal of Emerging Technologies and Society, 8(2), 14. 
Worley, J., Rogers, S. N., & Kraemer, R. R. (2011). Metabolic responses to Wii Fit. The Journal of Strength and Conditioning Research, 25(3), 689–693.
Wylie, C. G., & Coulton, P. (2008). Mobile exergaming. Proceedings of the 2008 International Conference on Advances in Computer Entertainment
Technology. doi: http://doi.acm.org/10.1145/1501750.1501830.
Young, T., Marshak, H. H., Freier, M.-C., & Medina, E. (2007). "U got 2 move it" pilot study: Short-term impact of an after-school interactive video exertainment
program for underserved children. Dissertation. School of Public Health. Loma Linda University. Loma Linda.




                                                                                 www.gamesforhealth.org
Questions & Discussion
                Barbara Chamberlin, PhD
                   bchamber@nmsu.edu

                         Michelle Garza
                         migarza@nmsu.edu

This project was supported by National Research Initiative Grant #2008-55215-18837
              from the USDA National Institute of Food and Agriculture.




                                    www.gamesforhealth.org

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Exergames research

  • 1. Research Report Out: Exergaming in 2011 Barbara Chamberlin, PhD Michelle Garza www.gamesforhealth.org
  • 2. WHAT WE’RE PLAYING... www.gamesforhealth.org
  • 14. Want it? to receive this informal paper, email request to: bchamber@nmsu.edu www.gamesforhealth.org
  • 15. Physiological Impacts www.gamesforhealth.org
  • 16. Physiological Impacts Increases energy expenditure from sedentary or light to moderate levels (Biddiss & Irwin, 2010; Graves, Stratton, Ridgers, & Cable, 2008) www.gamesforhealth.org
  • 17. Physiological Impacts Increases energy expenditure from sedentary or light to moderate levels (Biddiss & Irwin, 2010; Graves, Stratton, Ridgers, & Cable, 2008) Games requiring upper and lower limb movements, offer the opportunity to achieve vigorous physical activity levels (Siegel, Haddock, Dubois, & Wilkin, 2009; Warburton et al., 2007, Biddiss & Irwin, 2010; Trout & Christie, 2007) www.gamesforhealth.org
  • 18. Physiological Impacts www.gamesforhealth.org
  • 19. Physiological Impacts Results include positive changes in: •maximal oxygen consumption, vertical jump and systolic blood pressure in college-age subjects, (Warburton et al., 2007) •heart rate, systolic and diastolic blood pressure, ventilation, respiratory rate, oxygen consumption and energy expenditure in young children (Wang & Perry, 2006) • a reduction of body fat and weight loss (Trout, 2008) www.gamesforhealth.org
  • 20. Physiological Impacts Results include positive changes in: •maximal oxygen consumption, vertical jump and systolic blood pressure in college-age subjects, (Warburton et al., 2007) •heart rate, systolic and diastolic blood pressure, ventilation, respiratory rate, oxygen consumption and energy expenditure in young children (Wang & Perry, 2006) • a reduction of body fat and weight loss (Trout, 2008) • www.gamesforhealth.org
  • 21. Physiological Impacts www.gamesforhealth.org
  • 22. Physiological Impacts Environment, use, and individual game characteristics impact physiological impacts. For example... www.gamesforhealth.org
  • 23. Physiological Impacts Environment, use, and individual game characteristics impact physiological impacts. For example... • competition/collaboration (Staiano & Calvert, 2010, Song, Kim,Tenzek, & Lee, 2010) www.gamesforhealth.org
  • 24. Physiological Impacts Environment, use, and individual game characteristics impact physiological impacts. For example... • competition/collaboration (Staiano & Calvert, 2010, Song, Kim,Tenzek, & Lee, 2010) • experience of players (Sell, Lillie, & Taylor, 2008) www.gamesforhealth.org
  • 25. Physiological Impacts Environment, use, and individual game characteristics impact physiological impacts. For example... • competition/collaboration (Staiano & Calvert, 2010, Song, Kim,Tenzek, & Lee, 2010) • experience of players (Sell, Lillie, & Taylor, 2008) • weight of gaming youth (Pate, 2008) www.gamesforhealth.org
  • 26. Physiological Impacts www.gamesforhealth.org
  • 27. Physiological Impacts • Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008) www.gamesforhealth.org
  • 28. Physiological Impacts • Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008) • Game exertion is not a deterrent (Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010) www.gamesforhealth.org
  • 29. Physiological Impacts • Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008) • Game exertion is not a deterrent (Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010) • Attendance and participation is increased (Warburton et al., 2007) www.gamesforhealth.org
  • 30. Physiological Impacts • Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008) • Game exertion is not a deterrent (Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010) • Attendance and participation is increased (Warburton et al., 2007) • Perceived exertion is lower (Wittman, 2010) www.gamesforhealth.org
  • 31. Social and Psychosocial www.gamesforhealth.org
  • 32. Social and Psychosocial • Positive impacts on bonding, group socialization, higher- self esteem, mutual support and intergenerational socializing, for older women (Wollersheim, 2010) www.gamesforhealth.org
  • 33. Social and Psychosocial • Positive impacts on bonding, group socialization, higher- self esteem, mutual support and intergenerational socializing, for older women (Wollersheim, 2010) • Beneficial social interaction and motivation for girls and seniors (Suhonen, 2008, Jaana, 2006) www.gamesforhealth.org
  • 34. Social and Psychosocial • Positive impacts on bonding, group socialization, higher- self esteem, mutual support and intergenerational socializing, for older women (Wollersheim, 2010) • Beneficial social interaction and motivation for girls and seniors (Suhonen, 2008, Jaana, 2006) • Physical interaction and social interaction are linked (Mueller, 2010, Lindley et al., 2008) www.gamesforhealth.org
  • 35. Long-Term Effects www.gamesforhealth.org
  • 36. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) www.gamesforhealth.org
  • 37. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. www.gamesforhealth.org
  • 38. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000) www.gamesforhealth.org
  • 39. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000) • Promote exercise, improve user attitudes regarding physical activity, and help establish healthier daily physical activity patterns www.gamesforhealth.org
  • 40. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000) • Promote exercise, improve user attitudes regarding physical activity, and help establish healthier daily physical activity patterns (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006) www.gamesforhealth.org
  • 41. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000) • Promote exercise, improve user attitudes regarding physical activity, and help establish healthier daily physical activity patterns (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006) • Parental and peer involvement improved youth participant’s initial and sustained participation in exergame use www.gamesforhealth.org
  • 42. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000) • Promote exercise, improve user attitudes regarding physical activity, and help establish healthier daily physical activity patterns (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006) • Parental and peer involvement improved youth participant’s initial and sustained participation in exergame use (Paez, et al., 2009) www.gamesforhealth.org
  • 43. Long-Term Effects • Little is known about the long-term behavior changes related to such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008) • Need for more in-depth analysis to investigate the long-term behavioral impacts of exergame use. (Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000) • Promote exercise, improve user attitudes regarding physical activity, and help establish healthier daily physical activity patterns (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006) • Parental and peer involvement improved youth participant’s initial and sustained participation in exergame use (Paez, et al., 2009) www.gamesforhealth.org
  • 44. Academic Impacts www.gamesforhealth.org
  • 45. Academic Impacts • Positive implications on academic achievement, absenteeism, negative classroom behaviors, physical activity levels and tardiness www.gamesforhealth.org
  • 46. Academic Impacts • Positive implications on academic achievement, absenteeism, negative classroom behaviors, physical activity levels and tardiness ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007) www.gamesforhealth.org
  • 47. Academic Impacts • Positive implications on academic achievement, absenteeism, negative classroom behaviors, physical activity levels and tardiness ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007) • Promoting physical fitness and increasing time in physical education can lead to improved grades and standardized test scores www.gamesforhealth.org
  • 48. Academic Impacts • Positive implications on academic achievement, absenteeism, negative classroom behaviors, physical activity levels and tardiness ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007) • Promoting physical fitness and increasing time in physical education can lead to improved grades and standardized test scores (Castelli, Hillman, Buck, & Erwin, 2007; Chomitz et al., 2009; Active Living Research, 2009), www.gamesforhealth.org
  • 49. Academic Impacts • Positive implications on academic achievement, absenteeism, negative classroom behaviors, physical activity levels and tardiness ("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007) • Promoting physical fitness and increasing time in physical education can lead to improved grades and standardized test scores (Castelli, Hillman, Buck, & Erwin, 2007; Chomitz et al., 2009; Active Living Research, 2009), • Classroom-based physical activities have positive associations on academic behaviors, academic achievement (Centers for Disease Control and Prevention, 2010), energy expenditure (Stewart, Dennison, Kohl, & Doyle, 2004) and on-task behavior (Mahar et al., 2006) www.gamesforhealth.org
  • 51. We know games can help users get physical activity... www.gamesforhealth.org
  • 52. how? why? We know games can help users get physical activity... with what kind of help? www.gamesforhealth.org
  • 53. Need • Data-driven and original research • Impacts of social factors • Intervention design factors • Implementation guidelines • Game design recommendations www.gamesforhealth.org
  • 54. Active Living Research (2009). Active education: Physical education, physical activity and academic performance (pp. 8). San Diego: Robert Wood Johnson Foundation. Bailey, B. W., & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Arch Pediatr Adolesc Med. doi: 10.1001/ archpediatrics.2011.15 Barkley, J. E., & Penko, A. L. (2009). Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults. Journal of Exercise Physiology Online, 12(3). Bausch, L., Beran, J., Cahanes, S., & Krug, L. (2008). Physiological responses while playing nintendo wii sports. Journal of Undergraduate Kinesiology Research, 3(2), 19-25. Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth: A systematic review. Archives of Pediatrics and Adolescent Medicine, 164(7), 664. Bonetti, A., Drury, D., Danoff, J., & Miller, T. (2010). Comparison of acute exercise responses between conventional video gaming and isometric resistance exergaming. Journal of Strength & Conditioning Research, 24(7), 1799-1803. doi: 10.1519/JSC.0b013e3181bab4a8. Castelli, D. M., Hillman, C. H., Buck, S. M., & Erwin, H. E. (2007). Physical fitness and academic achievement in third- and fifth-grade students. Journal of Sport & Exercise Psychology,, 29, 13. Centers for Disease Control and Prevention. (2010). The association between school-based physical activity, including physical education, and academic performance. Atlanta, GA. Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Ann Gen Psychiatry, 5, 16. Chin A Paw, M., Jacobs, W.,Vaessen, E., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11(2), 163-166. Chomitz, V. R., Slining, M. M., McGowan, R. J., Mitchell, S. E., Dawson, G. F., & Hacker, K. A. (2009). Is there a relationship between physical fitness and academic achievement? Positive results from public school children in the northeastern united states. Journal of School Health, 79(1), 8. Coyne, S. M., Padilla-Walker, L. M., Stockdale, L., & Day, R. D. (2011). Game on. . . Girls: Associations between co-playing video games and adolescent behavioral and family outcomes. Journal of Adolescent Health. doi:10.1016/j.jadohealth.2010.11.249 Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health outcomes in children? Pediatrics, 124(2), 763-771. doi: 10.1542/peds. 2008-2357 Deutsch, J., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Use of a low-cost, commercially available gaming console (wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy, 88(10), 1196-1207. doi: 10.2522/ptj.20080062 www.gamesforhealth.org
  • 55. Donnelly, J., & Lambourne, K. (2011). Classroom-based physical activity, cognition, and academic achievement. Preventive Medicine. doi: 10.1016/j.ypmed.2011.01.021 Durkin, K. (2010). Videogames and young people with developmental disorders. [Article]. Review of General Psychology, 14(2), 122-140. doi: 10.1037/a0019438 Espay, A. J., Baram, Y., Dwivedi, A. K., Shukla, R., Gartner, M., Gaines, L., Revilla, F. J. (2010). At-home training with closed-loop augmented-reality cueing device for improving gait in patients with parkinson disease. [Article]. Journal of Rehabilitation Research and Development, 47(6), 573-581. doi: 10.1682/jrrd.2009.10.0165 Fox, C. K., Barr-Anderson, D., Neumark-Sztainer, D., & Wall, M. (2010). Physical activity and sports team participation: Associations with academic outcomes in middle school and high school students. Journal of School Health, 80(1), 31-37. doi: 10.1111/j.1746-1561.2009.00454.x Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). Neat-o- games: Blending physical activity and fun in the daily routine. Computers in Entertainment (CIE), 6(2). Ginsburg, K. R. (2007). The importance of play in promoting healthy child development and maintaining strong parent-child bonds. AAP Policy, 119(1), 182. Golomb, M., McDonald, B., Warden, S.,Yonkman, J, Saykin, A., J., Shirley, B., Burdea, G., (2010). In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Archives of physical medicine and rehabilitation, 91(1), 1-8.e1. doi: doi:10.1016/j.apmr.2009.08.153 Graham, C. A., Perron, R. M., Feldman, J. R., & Hall, E. E. (2011). Does Exergaming Achieve the Same Levels of Fitness Intensity as Unstructured Activity? Undergraduate Research Journal for the Human Sciences, 10(1). Graves, L., Stratton, G., Ridgers, N., & Cable, N. (2008). Energy expenditure in adolescents playing new generation computer games. British Medical Journal, 42(7), 592. Griffiths, M. (2005). Video games and health. British Medical Journal, 331(7509), 122-123. doi: citeulike-article-id:315657 Guy, S., Ratzki-Leewing, A., & Gwadry-Sridhar, F. (2011). Moving beyond the stigma: Systematic review of video games and their potential to combat obesity. International Journal of Hypertension, 1-13. doi:10.4061/2011/179124 Haddock, B., Siegel, S. R., & Wikin, L. (2009). The addition of a video game to stationary cycling: The impact on energy expenditure in overweight children. The Open Sports Sciences Journal, 2, 42-46. Haddock, B., Siegel, S., & Wilkin, L. (2010). Energy expenditure of middle school children while playing Wii sports games. Hellmich, N. (2010). Go to school and just dance - video games and other activities supplement gym class, USA Today. Retrieved from http://www.usatoday.com/ printedition/life/20101011/justdance11_cv.art.htm. Hoffman, B., & Nadelson, L. (2009). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 57(5), 245-270. Hoysniemi, J. (2006). International survey on the dance dance revolution game. Computers in Entertainment (CIE), 4(2). Ijsselsteijn, W., Nap, H., de Kort,Y., & Poels, K. (2007). Digital game design for elderly users. Proceedings of the 2007 conference on Future Play, 17-22. Jaana, L., Ritva, R. (2006). Mobile fitness application for the aging population. Paper presented at the ASK-IT International Conference, Nice, France. http:// www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=pubmed&cmd=Retrieve&dopt=AbstractPlus&list_uids=related:I09IyNsq1BEJ:scholar.google.com. www.gamesforhealth.org
  • 56. Levi, J.,Vinter, S., Laurent, R., & Segal, L. (2010). F as in fat: How obesity threatens america's future 2010: Trust for America's Health. Lieberman, D. A. (2001). "Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings." Journal of Ambulatory Care Management 24(1): 13. Lieberman, D. A. (2006). Dance games and other exergames:What the research says. University of California, Santa Barbara. Santa Barbara. Retrieved from http:// www.comm.ucsb.edu/faculty/lieberman/exergames.htm Lieberman, D., Chamberlin, B., Medina, E., Franklin, B., Sanner, B., & Vafiadis, D. (2011). The power of play: Innovations in getting active summit 2011: A science panel proceedings report from the American Heart Association. Circulation. doi: DOI: 10.1161/CIR.0b013e318219661d Lin, J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H. (2006). Fishínísteps: Encouraging physical activity with an interactive computer game. UbiComp 2006: Ubiquitous Computing, 261-278. Lindley, S., Lindley, E., Couteur, J. L., & Berthouze, N. L. (2008). Stirring up experience through movement in game play: Effects on engagement and social behaviour. Paper presented at the Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, Florence, Italy. Mahar, M., Murphy, S., Rowe, D., Golden, J., Shields, T., & Raedeke, T. (2006). Effects of a classroom-based program on physical activity and on-task behavior. Medicine & Science in Sports & Exercise, 8. doi: 10.1249/01.mss.0000235359.16685.a3 Maloney, A. E., T. Carter Bethea, et al. (2008). "A Pilot of a Video Game (DDR) to Promote Physical Activity and Decrease Sedentary Screen Time." Obesity 16(9): 2074-2080. Martin, B., Miriam, W., Padlina, O., Martin-Diener, E., Dossenger, A., & Mader, U. (2008) Information technology and its role in promoting physical activity and sport for all. Conference Proceedings 12th World Sport for all Congress. Malaysia. Mellecker, R., & McManus, A. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162(9), 886. Mueller, F., Gibbs, M. R., & Vetere, F. (2010). Towards understanding how to design for social play in exertion games. Personal Ubiquitous Comput., 14(5), 417-424. doi: 10.1007/s00779-009-0268- Paez, S., A. Maloney, et al. (2009). "Parental and Environmental Factors Associated with Physical Activity Among Children Participating in an Active Video Game." Pediatric Physical Therapy: 9. Pate, R. (2008). Physically active video gaming: An effective strategy for obesity prevention? Archives of Pediatrics and Adolescent Medicine, 162(9), 895. www.gamesforhealth.org
  • 57. Pate, R. R., Saunders, R. P., O’Neill, J. R., & Dowda, M. (2010). Overcoming barriers to physical activity helping youth be more active. HEALTH & FITNESS JOURNAL, 12(1), 5. Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169. Ratey, J. (2008). Spark - the revolutionary new science of exercise and the brain. New York: Little Brown and Company. Reed J., Einstein G., Hahn E., Hooker S., Gross V., & Kravitz J. (2010). Examining the impact of integrating physical activity on fluid intelligence and academic performance in an elementary school setting: A preliminary investigation. J Phys Act Health, 7(3), 343-351. Ritterfeld, U., Roelofsma, P., Haring, P., Chakinska, D., van den Bosch, M., & Versteeg, L. Head first into serious health gaming a?e2 as a new approach of digital exercise coaching for seniors. Rosenberg, D., Depp, C. A.,Vahia, I.V., Reichstadt, J., Palmer, B. W., Kerr, J., . . . Jeste, D.V. (2011). Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention. American Journal Geriatric Psychiatry, 18(3), 221-226. doi: doi:10.1097/JGP.0b013e3181c534b5 Saposnik, G., Mamdani, M., Bayley, M., Thorpe, K. E., Hall, J., Cohen, L. G., . . . Stroke Outcome Res Canada, W. (2010). Effectiveness of virtual reality exercises in stroke rehabilitation (evrest): Rationale, design, and protocol of a pilot randomized clinical trial assessing the wii gaming system. International Journal of Stroke, 5(1), 47-51. Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. [Article]. Journal of American College Health, 56(5), 505-512. Shasek, J. (2009). Exerlearning: Movement, fitness, technology and learning. Shubert, T. E. (2010). The use of commercial health video games to promote physical activity in older adults. Annals of Long Term Care, 18(5), 6. Retrieved from http:// www.annalsoflongtermcare.com/content/the-use-commercial-health-video-games-promote-physical-activity-older-adults. Siegel, S., Haddock, B., Dubois, A., & Wilkin, L. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International journal of exercise science, 2(3), 165. Sit, C., Lam, J., & McKenzie, T. (2010). Children's use of electronic games: Choices of game mode and challenge levels. International journal of pediatrics, 2010. Smith, B. (2005). Physical fitness in virtual worlds. Computer, 38(10), 101-103. Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2010). Intrinsic motivation in exergames: Competition, competitiveness, and the conditional indirect effect of presence (top 2 faculty paper). Paper presented at the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore. http://www.allacademic.com/meta/p405150_index.html Song, H., Kim, J., Tenzek, K., & Lee, K. The effects of competition on intrinsic motivation in exergames and the conditional indirect effects of presence. Sparks D, C. D., Coughlin L. . (2009). Wii have a problem: A review of self-reported wii related injuries. Informatics in Primary Care, 17(1), 55-57. www.gamesforhealth.org
  • 58. Staiano, A., & Calvert, S. (2010). Wii tennis play as physical activity in low-income african american adolescents. Paper presented at the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore. http://www.allacademic.com/meta/ p_mla_apa_research_citation/4/0/3/2/7/p403271_index.html Stewart, J. A., Dennison, D. A., Kohl, I., Harold W. , & Doyle, J. A. (2004). Exercise level and energy expenditure in the take 10! in-class physical activity program. Journal of School Health, 74(10), 4. Suhonen, K., Väätäjä, H., Virtanen, T., & Raisamo, R. (2008). Seriously fun: Exploring how to combine promoting health awareness and engaging gameplay. Paper presented at the Proceedings of the 12th International conference on Entertainment and media in the ubiquitous era, Tampere, Finland. The games in learning project. (2009). Retrieved January 8, 2011, from http://www.learningplace.com.au/deliver/content.asp?pid=31387 Torres, A. (2009). Cognitive effects of videogames on older people. ZON Digital Games 2008(0), 19. Trout J, Z. K. (2008). Dance dance revolution: A physiological look at an interactive arcade game. Journal Research, 3(1), 67-72. Trout, J., & Christie, B. (2007). Interactive video games in physical education. Journal of Physical Education, Recreation &# 38; Dance, 78, 1-58. Wang, X., & Perry, A. (2006). Metabolic and physiologic responses to video game play in 7- to 10-year-old boys. Archives of Pediatrics and Adolescent Medicine, 160(4), 411 - 415. Warburton, D. E. R., Bredin, S. S. D., Horita, L. T. L., Zbogar, D., Scott, J. M., Esch, B. T. A., & Rhodes, R. E. (2007). The health benefits of interactive video game exercise. Appl. Physiol. Nutr. Metab., 32(4), 655-663. doi: 10.1139/H07-038 Widman, L., McDonald, C., & Abresch, R. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. J Spinal Cord Med, 29(4), 363 - 370. Wilkinson, N., Ang, R., & Goh, D. (2008). Online video game therapy for mental health concerns: A review. International journal of social psychiatry, 54(4), 370. Wittman, G. (2010). Video gaming increases physical activity. Journal of Extension, 48(2). Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., & Koh, L. (2010). Physical and psychosocial effects of wii video game use among older women. International Journal of Emerging Technologies and Society, 8(2), 14. Worley, J., Rogers, S. N., & Kraemer, R. R. (2011). Metabolic responses to Wii Fit. The Journal of Strength and Conditioning Research, 25(3), 689–693. Wylie, C. G., & Coulton, P. (2008). Mobile exergaming. Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology. doi: http://doi.acm.org/10.1145/1501750.1501830. Young, T., Marshak, H. H., Freier, M.-C., & Medina, E. (2007). "U got 2 move it" pilot study: Short-term impact of an after-school interactive video exertainment program for underserved children. Dissertation. School of Public Health. Loma Linda University. Loma Linda. www.gamesforhealth.org
  • 59. Questions & Discussion Barbara Chamberlin, PhD bchamber@nmsu.edu Michelle Garza migarza@nmsu.edu This project was supported by National Research Initiative Grant #2008-55215-18837 from the USDA National Institute of Food and Agriculture. www.gamesforhealth.org

Notes de l'éditeur

  1. \n
  2. \n
  3. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  4. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  5. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  6. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  7. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  8. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  9. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  10. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  11. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  12. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  13. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  14. A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
  15. \n
  16. \n
  17. \n
  18. \n
  19. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  20. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  21. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  22. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  23. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  24. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  25. And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
  26. \n
  27. \n
  28. \n
  29. \n
  30. trout was 8 week study in ddr\n
  31. trout was 8 week study in ddr\n
  32. competitive game play yields higher energy expenditure\n
  33. competitive game play yields higher energy expenditure\n
  34. competitive game play yields higher energy expenditure\n
  35. competitive game play yields higher energy expenditure\n
  36. \n
  37. \n
  38. \n
  39. \n
  40. \n
  41. NOT Much done here. Physically active games actually prompt social interaction.\n
  42. NOT Much done here. Physically active games actually prompt social interaction.\n
  43. NOT Much done here. Physically active games actually prompt social interaction.\n
  44. NOT Much done here. Physically active games actually prompt social interaction.\n
  45. not much here... so here are some references that say, there aren’t much here.\n
  46. not much here... so here are some references that say, there aren’t much here.\n
  47. not much here... so here are some references that say, there aren’t much here.\n
  48. not much here... so here are some references that say, there aren’t much here.\n
  49. not much here... so here are some references that say, there aren’t much here.\n
  50. not much here... so here are some references that say, there aren’t much here.\n
  51. not much here... so here are some references that say, there aren’t much here.\n
  52. not much here... so here are some references that say, there aren’t much here.\n
  53. a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
  54. a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
  55. a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
  56. a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
  57. a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
  58. \n
  59. \n
  60. \n
  61. \n
  62. \n
  63. \n
  64. \n
  65. \n
  66. \n
  67. \n
  68. \n