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Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study

Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study

Although exergaming has been effective across a range of ages, its application in older adult populations presents unique opportunities and challenges. As the older adult population seeks safe, engaging, and effective exercise methods, exergaming could offer a solution that aligns with these requirements. However, integrating HIIE concepts into exergaming for older adults remains a relatively uncharted territory.

Shu-Cheng Lin, Chien-Yen Wang, Tien-Hung Hou, Hong-Ching Chen, Chia-Chi Wang

JMIR Serious Games 2024;12:e52231

Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study

Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study

VR gaming differs from traditional exergaming (eg, Wii Fit and Just Dance) in that the gaming environment is visually immersive and interactive, rather than having visuals confined to a screen and movements or interactivity restricted by the fidelity of an external camera. These limitations of exergaming may contribute to their variability in energy expenditure [11].

Tabitha V Craig, Ryan E Rhodes, Wuyou Sui

JMIR Serious Games 2024;12:e53999

Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study

Exploring the Use of a Learning-Based Exergame to Enhance Physical Literacy, Soft Skills, and Academic Learning in School-Age Children: Pilot Interventional Study

For staying active while enjoying the pleasures of video games, a worthwhile alternative is exergaming. Indeed, exergaming or active video gaming requires bodily movements to play the game and encourages PA, with a focus on children’s interest in the game’s dynamics and stimulation.

Aurelie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon, Elodie Charbonnier

JMIR Serious Games 2024;12:e53072

A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial

A Home-Based Exercise Program With Active Video Games for Balance, Motor Proficiency, Foot and Ankle Ability, and Intrinsic Motivation in Children With Chronic Ankle Instability: Feasibility Randomized Controlled Trial

Therefore, much attention has recently been paid to the use of active video games (AVGs) or “exergaming” as an alternative method for therapeutic exercise in children with conditions [17,18] such as attention-deficit/hyperactivity disorder [19], type 2 diabetes [20], cerebral palsy [21], cancer [22], and developmental coordination disorder [23]. AVGs are technology-based games that track body movement or reaction to the game with instantaneous visual or audio feedback.

Janya Chuadthong, Raweewan Lekskulchai, Claire Hiller, Amornpan Ajjimaporn

JMIR Serious Games 2023;11:e51073

Feasibility and Effectiveness of a Personalized Home-Based Motor-Cognitive Training Program in Community-Dwelling Older Adults: Protocol for a Pragmatic Pilot Randomized Controlled Trial

Feasibility and Effectiveness of a Personalized Home-Based Motor-Cognitive Training Program in Community-Dwelling Older Adults: Protocol for a Pragmatic Pilot Randomized Controlled Trial

The National Aeronautics and Space Administration Task Load Index [39] is used to assess the subjective workload during exergaming. It consists of 6 subscales: mental demand, physical demand, temporal demand, performance, effort, and frustration. Each subscale is rated on a 20-point Likert scale ranging from 0=very low to 20=very high. The raw National Aeronautics and Space Administration Task Load Index scores are calculated by multiplying each subscore by 5.

Julia Seinsche, Eling D de Bruin, Enrico Saibene, Francesco Rizzo, Ilaria Carpinella, Maurizio Ferrarin, Sarina Ifanger, Sotiria Moza, Eleftheria Giannouli

JMIR Res Protoc 2023;12:e49377

Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials

Comparison of Exergames Versus Conventional Exercises on the Health Benefits of Older Adults: Systematic Review With Meta-Analysis of Randomized Controlled Trials

A recent systematic review and qualitative meta-synthesis conducted by our group explored older adults’ experiences of implementing exergaming programs [70]. We found that a small number of older adults were not interested in EGs, which may be due to age- or health-related factors (eg, vision, hearing, motor skills, or cognitive impairment). At the same time, most older adults have no experience with EGs and worry about whether they can understand and play such games correctly.

Xi Chen, Lina Wu, Hui Feng, Hongting Ning, Shuang Wu, Mingyue Hu, Dian Jiang, Yifei Chen, Yu Jiang, Xin Liu

JMIR Serious Games 2023;11:e42374

Effects of Active Video Games in Patients With Cancer: Systematic Review

Effects of Active Video Games in Patients With Cancer: Systematic Review

We also extracted participant characteristics (sample size, age, and type of cancer), study design, methods used to assess the impact of exergaming, intervention program (frequency, intensity, temporality, time, and supervision), and outcomes (feasibility, adherence rate, and physiological and psychological effects). Study quality was assessed by one reviewer (RP) using a Cochrane tool and the Physiotherapy Evidence Database (PEDro) scale.

Romane Peyrachon, Amélie Rébillard

JMIR Cancer 2023;9:e45037

The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study

The Change in Exergaming From Before to During the COVID-19 Pandemic Among Young Adults: Longitudinal Study

The four groups included (1) never-exergamers (ie, participants who did not report exergaming in cycles 23 or 24); (2) stopping exergamers (ie, participants who reported exergaming in cycle 23 but not in cycle 24); (3) starting exergamers (ie, participants who reported exergaming in cycle 24 but not in cycle 23); and (4) sustaining exergamers (ie, participants who exergamed in both cycles 23 and 24). Items measuring the number of minutes exergaming per week were modeled on the IPAQ-SF [22,23,25].

Erin K O'Loughlin, Catherine M Sabiston, Roxy H O'Rourke, Mathieu Bélanger, Marie-Pierre Sylvestre, Jennifer L O'Loughlin

JMIR Serious Games 2023;11:e41553