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The effect of active video games on cognitive functioning in clinical and non-clinical ... - 0 views

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    "Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g = 0.436, 95% CI = 0.18-0.69, p = 0.001). Significant effects still existed when excluding waitlist-only controlled studies, and when comparing to physical activity interventions. Furthermore, benefits of exergames where observed for both healthy older adults and clinical populations with conditions associated with neurocognitive impairments (all p 
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exergaming / FrontPage - 0 views

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    Richard's exergaming wiki
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YouTube - carboni-exergaming(better).mov - 0 views

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    Stephen Yang video on exergaming
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Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Real... - 0 views

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    "Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame "

http://tinyurl.com/73r4qre - 0 views

started by Andrew Esipov on 28 Mar 12 no follow-up yet
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Club Industry's Fitness Business Pro - August 2008 - 0 views

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    This is an article featuring Lisa Hansen Witherspoon's research and comments. Great article to support exergaming
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From Atari Joyboard to Wii Fit: 25 years of "exergaming" - Boing Boing Gadgets - 0 views

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    Good compilation on the history of exergaming!
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Welcome to Generation FIT - 0 views

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    Generation FIT™ is the premier solution for k-12 exerlearning curriculum with active exercise and fitness using innovative technology (like dance video games) into their curriculum and throughout their school. The "magic" of this program is that it harnesses the technology of exergames and the energy of students who lead and manage the program. Empowered students save teachers time while becoming Exerlearning leaders for peers, parents and the larger community.

Workplace ExerGames - Possibilities and Strategies - 10 views

started by Judy Shasek on 04 Nov 08 no follow-up yet
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