Fun, flow, and fitness: opinions for making more effective active videogames


Autoria(s): Maloney, Ann E.; Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley
Data(s)

22/01/2015

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

http://hdl.handle.net/10536/DRO/DU:30079638

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