Articles with "active video" as a keyword



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Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

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Published in 2017 at "Journal of Sport and Health Science"

DOI: 10.1016/j.jshs.2016.09.004

Abstract: Background Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison… read more here.

Keywords: control; spectrum disorder; children autism; active video ... See more keywords
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Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students: VR elicits MVPA and improves cognition.

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Published in 2021 at "Journal of sport and health science"

DOI: 10.1016/j.jshs.2021.05.002

Abstract: BACKGROUND Active video games are a new method for increasing physical activity (PA). Fully immersive virtual reality (VR) is a hardware device on which an active video game (AVG) can run. Active (video games (VGs)… read more here.

Keywords: active video; cognitive performance; video games; fully immersive ... See more keywords
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Effectiveness of home-based rehabilitation using active video games on quality of life, cognitive and motor functions in people with Parkinson’s disease: a systematic review

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Published in 2022 at "Disability and Rehabilitation"

DOI: 10.1080/09638288.2021.2022780

Abstract: Abstract Purpose We summarized the effectiveness of home-based active video game interventions on physical and cognitive functions, as well as quality of life in adults with Parkinson’s disease. We also assessed the feasibility, safety, adherence,… read more here.

Keywords: home based; parkinson disease; video games; active video ... See more keywords
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In-class Active Video Game Supplementation and Adherence to Cardiac Rehabilitation

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Published in 2017 at "Journal of Cardiopulmonary Rehabilitation and Prevention"

DOI: 10.1097/hcr.0000000000000224

Abstract: Purpose: The application of active video games (AVGs) during cardiac rehabilitation (CR) sessions could potentially facilitate patient adherence. The feasibility, safety, and efficacy of in-class AVG supplementation as an alternative to conventional phase 2 programs… read more here.

Keywords: supplementation; cardiac rehabilitation; active video; rehabilitation ... See more keywords
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Effect of an augmented reality active video game for gait training in children with cerebral palsy following single-event multilevel surgery: protocol for a randomised controlled trial

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Published in 2022 at "BMJ Open"

DOI: 10.1136/bmjopen-2022-061580

Abstract: Introduction In paediatric rehabilitation, fun and motivation are also critical keys to successful therapy. A variety of interventions have shown positive effects, high level of interest, compliance and engagement with active video game (AVG). This… read more here.

Keywords: trial; gait; video game; cerebral palsy ... See more keywords
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Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis

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Published in 2022 at "Journal of Medical Internet Research"

DOI: 10.2196/45243

Abstract: Background Research on digital games designed to increase physical activity (PA), also known as exergames or active video games (AVGs), has proliferated over the past 2 decades. As a result, reviews of literature in this… read more here.

Keywords: meta analysis; effect; physical activity; analysis ... See more keywords
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Construct validation of a general movement competence assessment utilising active video gaming technology

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Published in 2023 at "Frontiers in Bioengineering and Biotechnology"

DOI: 10.3389/fbioe.2023.1094469

Abstract: Introduction: The assessment of children’s motor competence is an important concern as physical inactivity has been linked with poor movement quality and aspects of well-being such as low self-esteem. The General Movement Competence Assessment (GMCA)… read more here.

Keywords: competence assessment; movement; competence; movement competence ... See more keywords
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Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic

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Published in 2020 at "Frontiers in Neurology"

DOI: 10.3389/fneur.2020.601898

Abstract: Current guidelines against spread of coronavirus (COVID-19) interrupt non-essential rehabilitation services. Thus, individuals with physical disabilities such as children with cerebral palsy can no longer benefit from physical rehabilitation during this undetermined period. Using either… read more here.

Keywords: games low; cost virtual; low cost; virtual reality ... See more keywords
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Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies

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Published in 2019 at "International Journal of Environmental Research and Public Health"

DOI: 10.3390/ijerph16132424

Abstract: Objective: To study the impact of active video games on Body Mass Index (BMI) in children and adolescents. Design and Methods: A systematic review and meta-analysis. Data were pooled in meta-analysis using the method of… read more here.

Keywords: active video; children adolescents; video games; meta analysis ... See more keywords
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Usability and Effects of a Combined Physical and Cognitive Intervention Based on Active Video Games for Preschool Children

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Published in 2022 at "International Journal of Environmental Research and Public Health"

DOI: 10.3390/ijerph19127420

Abstract: Executive functions (EFs) are essential for early childhood development, and effective programs to improve EFs in preschool education are becoming increasingly crucial. There is rising evidence that combined physical–cognitive intervention training utilizing active video games… read more here.

Keywords: combined physical; active video; intervention; physical cognitive ... See more keywords
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Role of virtual reality and active video games in motor and executive functions in cerebral palsy: A systematic review.

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Published in 2022 at "JPMA. The Journal of the Pakistan Medical Association"

DOI: 10.47391/jpma.2140

Abstract: OBJECTIVE To explore current evidence on the role of virtual reality and active video games in motor and executive functions compared to conventional physical therapies in cerebral palsy patients. METHODS The systematic review was conducted… read more here.

Keywords: video games; reality; reality active; games motor ... See more keywords