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Shannon S. Block, Trevor R. Tooley, Matthew R. Nagy, Molly P. O’Sullivan, Leah E. Robinson, Natalie Colabianchi and Rebecca E. Hasson

with improved performance on visual, spatial, and motor tasks ( 14 ). Orosy-Fildes and Allan ( 24 ) were the first to report a decrease in reaction time in young adults after 15 minutes of Atari 2600 video game play (Sunnyvale, CA). More recently, Bartlett et al ( 3 ) evaluated the impact of computer

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You Fu and Ryan D. Burns

There is evidence suggesting that active video gaming (AVG) has the potential to improve both health behaviors (eg, physical activity) and health-related fitness (eg, body composition, cardiorespiratory endurance) in children and adolescents. 1 – 3 Mechanisms to achieve these benefits include

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Lee E.F. Graves, Nicola D. Ridgers, Greg Atkinson and Gareth Stratton

Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children’s objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8–10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d−1, p<.01) and sedentary video gaming decreased (-0.34 (-1.24, 0.56) h·d−1, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children’s PA and health.

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Dae Hee Kwak, Stephen McDaniel and Ki Tak Kim

The current study revisited the satisfaction-loyalty paradigm in a hedonic consumption context that involves a learning component. In particular, this study involved actual users (N = 328) of a specific sport video game (FIFA soccer), to examine the structural relationships among the constructs of: game satisfaction, hedonic attitudes toward the brand, gaming skill, and brand loyalty. Contrary to existing research in this area, SEM results indicated that customer satisfaction did not have a direct effect on loyalty. The relationship between game satisfaction and loyalty was mediated by positive brand attitudes and perceived gaming skill. The applied and theoretical implications of the findings are discussed along with limitations and future directions for research.

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Kathleen F. Janz and Larry T. Mahoney

This study examined average daily physical activity and discrete activity intensities in 102 adolescents (age M = 15 yr). Dependent physical activity variables were constructed from minute-by-minute movement counts measured during 4 consecutive days of accelerometry. Independent variables included gender, sexual maturation, TV viewing, and video playing. The stability of 4 days of activity measures ranged from R = .66 to 30. Video game playing was inversely associated with average daily movement for boys (r = −.38) and girls (r = −.55). Boys at all levels of sexual maturation had higher levels of activity than girls. Late and postpubertal boys and girls were more sedentary, had lower levels of vigorous activity, and lower levels of average daily movement than boys and girls in midpuberty.

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Yongjae Kim and Stephen Ross

This study examined the impact of repetitive sport video gaming on sport brand attitudes, attitude strength (e.g., attitude accessibility and confidence), and the attitude-behavior relationship. An experiment was designed to demonstrate the attitude-behavior consistency in a hypothetical choice context. The results indicated that repeated exposure to sport video games emulating a real-life sport influences sport attitude and its strength, and subsequently hypothetical choice behavior. The sport attitudes formed on virtual sport experience (e.g., playing sport video games repetitively) are as accessible and held with the same degree of confidence as those formed on direct experience (e.g., watching a sport on TV). The findings also confirmed the moderating effect of attitude confidence on the attitude-behavior relationship.

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Sahba Taslimipour, Zahra Rojhani-Shirazi, Ladan Hemmati and Iman Rezaei

health benefits of interactive video game exercise . Appl Physiol Nutr Metab . 2007 ; 32 ( 4 ): 655 – 663 . PubMed ID: 17622279 doi: 10.1139/H07-038 17622279

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Justin A. Kraft, William D. Russell, Nathan Clark, Jessica Helm and Amanda Jackson

Background:

The ability of interactive video games (IVGs) to individualize physical demands influences their viability as a physical activity option. This study examined the influence of experience level on activity levels and affect resulting from playing a martial arts IVG.

Methods:

Twenty participants completed 3 15-minute trials: (1) walking, (2) IVG with no previous experience (INEXP), and (3) IVG activity after 2 hours of practice (EXP) during which heart rate (HR), step counts, metabolic equivalents of task (METs), ratings of perceived exertion (RPE), session RPE, and affect (positive/negative affect, enjoyment) were measured.

Results:

Mean HR was lower during walking (107 ± 18 bpm) than during INEXP (131 ± 25 bpm) and EXP (120 ± 20 bpm). Peak HR and session RPE were lower for walking than for INEXP and EXP. No difference in mean HR was observed between IVG conditions, but peak HR and session RPE were lower for EXP than for INEXP. Walking resulted in greater postactivity reduction of negative affect; however, the IVG conditions were perceived as more enjoyable.

Conclusion:

Although the current IVG provided a greater exercise stimulus than walking, results suggest that user movements become more efficient with greater IVG experience and that exercise outcomes may decrease as a result.

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Beatriz Caruso Soares, Jéssica Maria Ribeiro Bacha, Daniel Donadio Mello, Emerson Galves Moretto, Tatiana Fonseca, Karina Santos Vieira, Amanda Franchi de Lima, Belinda Lange, Camila Torriani-Pasin, Roseli de Deus Lopes and José Eduardo Pompeu

Objective: To analyze the feasibility, safety, and acceptability of immersive virtual tasks. Methods: The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks while walking on a virtual path. The descriptive analysis and comparison between participants were performed using the Mann–Whitney U test and chi-square test for nonparametric and nominal variables, respectively. The authors also used analysis of variance for a between-groups comparison for normal variables. Results: Twenty percent of older adults and 81.8% of young adults completed all three tasks (chi-square test; p = .005). Both groups reported minor symptoms, with no significant differences. The older adults were more motivated to practice the tasks (Mann–Whitney U test; p = .015) and would be more likely to suggest them to others (chi-square test; p = .034). Conclusion: All three tasks were feasible for young adults. All participants, except for one, had cybersickness. The symptoms were mostly mild and subsided once the interaction was complete.

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Yongjin Hwang, Khalid Ballouli, Kevin So and Bob Heere

of video games ( Newman, 2013 ), a sport video game (SVG) is especially meaningful as it is considered the most realistic and appropriate type of video game for in-game advertisements ( Nelson, 2002 ). In addition, the SVG market represents the third highest selling type of video game in the industry