Information Technology Reference
In-Depth Information
One factor that contributes to a healthy, active life-style is ensuring children adhere
to the daily recommendations for physical activity which is 60 minutes of moderate to
vigorous intensity physical activity for children and adolescents [1], [4]. Measuring
levels of physical activity in this age group is therefore important [5]. Likewise it is
important to study what motivates children and adolescents to exercise. Children
between the ages of 8 and 18 spend numerous hours playing video games either on
gaming consoles, handheld platforms or cell phones [6] on a daily basis [7]. The wide
range of options in gaming platforms and game content is factor that contributes to
the increased amount of time young people spend playing video games [6].
Unfortunately, most of the popular games increase screen time and led to more
sedentary behavior amongst children and adolescents. However, a new generation of
video games that involves physical exertion along with gameplay, called
“Exergames”, are being developed with the express aim of decreasing sedentary
behavior and motivating active living.
It has been suggested that active video games provide an opportunity to improve
physical activity levels in children and adolescents [8, 9]. Activity tracking
technologies provide further potential for promoting exercise in children and
adolescents as they can be used to track and monitor the intensity and level of
physical activity [5]. Our research is designed to explore the best available
technology-based solutions for physical activity promotion in children and
adolescents. In this paper, we examine the use of exergames and activity monitoring
technology with regard to their ability to promote and maintain exercise levels in
children and adolescents. This paper reviews literature in these areas and proposes an
initial design that combines exergaming and activity tracking technology.
2
Exergames and Activity Tracking Technologies
2.1
Exergames
Exergames have the benefit of motivating exercise by providing a safe, entertaining
and engaging fitness experience. Exergames are important as they may encourage
children to exercise and reduce the burden of obesity in this population [10].
However, it remains to be seen whether active video games really promote physical
activity in children and adolescents. Some literature reports that active video games
increase physical activity levels [11, 12] while other studies report that active video
games have no effect on improving rates of physical activity [13, 14].
When developing applications for exergaming there is a spread of reports in the
literature across broad age ranges from young children to adolescents, adults and even
senior citizens. Indeed the age of targeted players is an important factor that games
developers need to be aware of when developing games [15, 16]. Video games that
attract younger players may not attract adolescents or adults due to the differences in
their thoughts, perceptions and experience [15].
Exergame interfaces typically incorporate sensing devices that detect and track
players' body motion during the game play. Examples of these devices include the
Wii Remote Plus & Sensor Bar, the Wii Balance Board, the PlayStation Move Eye &
Search WWH ::




Custom Search