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ExergameLab

The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials - 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 
befitt :)

exergaming / FrontPage - 0 views

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    Richard's exergaming wiki
Raina Casarez

YouTube - carboni-exergaming(better).mov - 0 views

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    Stephen Yang video on exergaming
Raina Casarez

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
befitt :)

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!
Judy Shasek

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.
Judy Shasek

Workplace ExerGames - Possibilities and Strategies - 10 views

I am in the midst of field testing the addition of physical activity, agility and eye-foot coordination to some of the 60-90 minutes of casual game play that occurs at computers daily in the workpl...

exergames workplace wellness casual games

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

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

http://tinyurl.com/73r4qre

exergames exergaming Wii fitness exergame research wellness industry exercise physical-activity

started by Andrew Esipov on 28 Mar 12 no follow-up yet
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