Friday, January 4, 2013

Dance Magic Saving the World

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There are Games for Health, Games for Change, and now there will be a Game to Save the World: Dance Magic. It's dropping on the PlayStation Network in a few days, and the object is to match the arrows like DDR. Apparently there will be PlayStation Move support but not sure if that means Playstation Eye nor how much movement will actually be required, but at least its another rhythm game  to explore.



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Wednesday, December 5, 2012

Wii Fit U coming in 2013


Pokewalker
Pokewalker (Photo credit: miggslives)
Linking physical activity away from an exergame or other non-mobile connected device has been a scenario that has not been explored but holds plenty of promise. As Zamzee's recent findings, having an accelerometer and access to a social network where rewards are given out based on activity levels showed a significant increase (60%) in PA than the control group that did not have access to the website. Using a new pedometer dubbed the Fit Meter (see Pokewalker for DS), Nintendo will be releasing Wii Fit U in 2013. If the device looks familiar, it should and it appears it will interface with the Wii U controller via infrared sensors like the Pokewalker did with the DS. Will U Buy It?
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Self-discrepancy and regulatory fit in avatar-based exergames (Study)

Wii Fit
Wii Fit (Photo credit: Wikipedia)
Drawing from Higgins's self-discrepancy theory and regulatory focus theory, this study examined the use of activated selves and regulatory foci in health games. Utilizing the Wii's® avatar-creating and exergaming features, a 2 (activated self: actual self versus ideal self) × 2 (regulatory focus: promotion versus prevention) × 2 (efficacy appeals: self-efficacy versus response-efficacy) between-subjects experiment tested the interactions of activated selves, regulatory foci, and efficacy appeals on low-calorie dieting intentions after health game playing. Results from an experiment with 156 participants demonstrated that a fit between regulatory focus and efficacy appeals induced greater dieting intentions when the actual self was activated while the opposite effect occurred when the ideal self was activated. Theoretical contributions to basic and applied social psychology as well as managerial implications for consumer behavior research are considered.

Read More: http://www.amsciepub.com/doi/abs/10.2466/06.07.21.PR0.111.6.697-710

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Thursday, November 1, 2012

25% of Teens Play Exergames! Do You? (Study)

As posted earlier from a recent press release in Pediatrics, about 25% of youth play exergames, twice per week on average, for  about 50 minutes each bout and with 73% of exergamers playing them at a moderate (MPA) or vigorous intensity (VPA).

O'Loughlin EK, Dugas EN, Sabiston CM, & O'Loughlin JL (2012). Prevalence and Correlates of Exergaming in Youth. Pediatrics PMID: 23027171


These levels are quite a bit higher than the figures we reported a few years ago (average 25 minutes), but this makes sense as popularity of motion gaming has exploded since then. Given the current figures (number of units produced) of the newest generation of camera-based controllers including Xbox Kinect and Playstation Move are 19 and 10.5 millions units respectively (Matthews, 2012; Moriarty, 2012) it seems evident that the games industry has mbraced this new wave of activity-based video games.
Yang, S.P., Treece, J.L, Miklas, C, & Graham, G (2009). Physical activity, sedentary, and exergaming time in a PEP school Research Quarterly for Exercise and Sport , 80 (1(Supplement))


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OBJECTIVES: Less than 15% of children and adolescents participate regularly in physical activity (PA) and, with ever-increasing obesity, strategies to improve PA levels in youth are urgently needed. Exergaming offers a PA alternative that may be especially attractive in our increasingly technophilic society. However, there are no observational studies of exergaming in population-based samples of adolescents. The purpose of this study was to investigate potential sociodemographic, lifestyle, psychosocial, weight-related, and mental health correlates of exergaming as well as describe the type, timing, and intensity of exergaming in a population-based sample of adolescents.

METHODS: Data on exergame use and potential sociodemographic, lifestyle, psychosocial, weight-related, and mental health correlates of exergaming were collected in mailed self-report questionnaires completed by 1241 grade 10 and 11 students from the Montreal area with a mean age of 16.8 years (SD = 0.05 years; 43% male) participating in the AdoQuest study. The independent correlates of exergaming were identified in multivariable logistic regression models.

RESULTS: Nearly one-quarter (24%) of participants reported exergaming. Exergamers played 2 days per week on average, for ∼50 minutes each bout; 73% of exergamers played at a moderate or vigorous intensity. Exergamers were more likely than nonexergamers to be girls, to play nonactive video games, to watch ≥2 hours of television per day, to be stressed about weight, and to be nonsmokers.

CONCLUSIONS: Many adolescents exergame at intensity levels that could help them achieve current moderate-to-vigorous PA recommendations. Interventions that encourage exergaming may increase PA and decrease sedentary behavior in select youth subgroups, notably in girls.

Wednesday, October 31, 2012

PhD Defense: Comparing MVPA, EE, RPE, & Enjoyment in Adolescents Playing Exergames

A couple of weeks ago I defended my dissertation titled: "Comparing MVPA, Duration, EE, RPE & Enjoyment of Adolescents Playing Exergames". I would like to thank everyone who has been so helpful and instrumental in getting me to this point, especially my Committee Chair Dr. Melissa Bopp; Committee Members:  Dr. Linda Caldwell, Dr. R. Scott Kretchmar, Dr. Karl Newell; and Dr. John Challis (former Grad Coordinator) all of Penn State University; PSU & SUNY Cortland Faculty and Staff; the Cortland YMCA staff and participants, and of course my wonderful and loving family. Some of the details have been omitted as the separate papers are in the process of being submitted to separate journals but it gives you a rough estimate of what I was investigating. If you have any questions please feel free to contact me.

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Wednesday, October 24, 2012

Learning and retention in patients with Parkinsons Disease playing exergames Wii Fit

Can patients with early-stage Parkinson's Disease improve scores on a functional reach test before and after exergame intervention training? Mendes and colleagues (2012) were interested in answering this question using Wii Fit as the intervention tool. I haven't see the entire paper yet but from the abstract it looks like some of the results are mixed. It appears that some of the cognitive demands of the game (attention, response inhibition, working memory) interfered and contributed to learning deficits; however, exergame trained patients were able to transfer exergame-related motor skills to a similar untrained task.
sciseekclaimtoken-5088df88b4785 Mendes, F., Pompeu, J., Lobo, A., da Silva, K., Oliveira, T., Zomignani, A., & Piemonte, M. (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease – effect of motor and cognitive demands of games: a longitudinal, controlled clinical study Physiotherapy, 98 (3), 217-223 DOI: 10.1016/j.physio.2012.06.001

Mendes, F.A.D.S., Pompeu, J.E., Lobo, A.M., da Silva, K.G., Oliveira, T.D.P., Zomignani, A.P. & Piemonte, M.E.P. (2012). Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease – effect of motor and cognitive demands of games: a longitudinal, controlled clinical study, Physiotherapy, 98 (3) 223. DOI: 10.1016/j.physio.2012.06.001

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