"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
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.
The purpose of this study was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on health-related physical fitness and exercise adherence in comparison with traditional aerobic training (stationary cycling alone).
Fake musicians the world over are increasingly casting aside their fake instruments, reports video game stats go-to firm the NPD Group. Apparently, the short era of plastic rhythm game instruments and accessories is leveling off.