Fun, flow, and fitness: opinions for making more effective active videogames
Data(s) |
22/01/2015
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Resumo |
Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts. |
Identificador | |
Idioma(s) |
eng |
Publicador |
Mary Ann Liebert |
Relação |
http://dro.deakin.edu.au/eserv/DU:30079638/hinkley-funflowandfitness-2015-.pdf http://www.dx.doi.org/10.1089/g4h.2014.0081 |
Direitos |
2015, Mary Ann Liebert |
Tipo |
Journal Article |