Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation

Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation

Barbara Chamberlin, Ann Maloney, Rachel R. Gallagher, Michelle L. Garza
Copyright: © 2013 |Pages: 22
ISBN13: 9781466619036|ISBN10: 1466619031|EISBN13: 9781466619043
DOI: 10.4018/978-1-4666-1903-6.ch009
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MLA

Chamberlin, Barbara, et al. "Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation." Serious Games for Healthcare: Applications and Implications, edited by Sylvester Arnab, et al., IGI Global, 2013, pp. 191-212. https://doi.org/10.4018/978-1-4666-1903-6.ch009

APA

Chamberlin, B., Maloney, A., Gallagher, R. R., & Garza, M. L. (2013). Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation. In S. Arnab, I. Dunwell, & K. Debattista (Eds.), Serious Games for Healthcare: Applications and Implications (pp. 191-212). IGI Global. https://doi.org/10.4018/978-1-4666-1903-6.ch009

Chicago

Chamberlin, Barbara, et al. "Active Video Games: Potential for Increased Activity, Suggestions for Use, and Guidelines for Implementation." In Serious Games for Healthcare: Applications and Implications, edited by Sylvester Arnab, Ian Dunwell, and Kurt Debattista, 191-212. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-1903-6.ch009

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Abstract

Concerns over rising obesity rates and increased sedentary lifestyles are fueling interest in ways to increase physical activity, including video games. Videogames that encourage physical activity, called active video games or exergames, have the potential to increase daily physical activity and provide recommended vigorous activity. As a result, they may play an important role in the home, schools, after-school and community programs for contributing to weight loss, social interaction, family goal setting, and academic achievement. Here, the authors review the current state of research on exergames, make recommendations on best uses for implementing them in a variety of settings, and provide examples of how exergames have been used in a variety of settings.

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