Background: Research has examined the energy cost associated with playing seated and active video games (AVGs), but not whether AVGs may benefit fundamental movement skills (FMS) in typically developing children. Improving FMS proficiency is a priority given its association with physical activity. This study aimed to identify children’s and parents’ perceptions of: (1) AVGs as a tool for developing FMS and (2) whether any skills gained during AVG play had potential to transfer to real life. Methods: This qualitative descriptive study included 29 parents of children aged 9–10 years who participated in semi-structured telephone interviews and 34 children who participated in six group discussions at school. Interview a...
AbstractBackground: To investigate the impact of playing sports Active Video Games on children's act...
Background: To investigate the impact of playing sports Active Video Games on children's actual and ...
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people...
Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associate...
Active video games that require whole body movement to play the game may be an innovative health pro...
Background: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with ph...
Active video games that require whole body movement to play the game may be an innovative health pro...
Active video games that require whole body movement to play the game may be an innovative health pro...
Active video games that require whole body movement to play the game may be an innovative health pro...
Objectives: Actual and perceived object control(commonly ball) skill proficiency is associated with ...
OBJECTIVES: Actual and perceived object control (commonly ball) skill proficiency is associated with...
Background: Impaired motor development can significantly affect a child's life and may result in an ...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
Background: Despite current physical activity (PA) guidelines, children spend an average of 1-3 hour...
This study investigated associations between pre-school children\u27s time spent playing electronic ...
AbstractBackground: To investigate the impact of playing sports Active Video Games on children's act...
Background: To investigate the impact of playing sports Active Video Games on children's actual and ...
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people...
Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associate...
Active video games that require whole body movement to play the game may be an innovative health pro...
Background: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with ph...
Active video games that require whole body movement to play the game may be an innovative health pro...
Active video games that require whole body movement to play the game may be an innovative health pro...
Active video games that require whole body movement to play the game may be an innovative health pro...
Objectives: Actual and perceived object control(commonly ball) skill proficiency is associated with ...
OBJECTIVES: Actual and perceived object control (commonly ball) skill proficiency is associated with...
Background: Impaired motor development can significantly affect a child's life and may result in an ...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
Background: Despite current physical activity (PA) guidelines, children spend an average of 1-3 hour...
This study investigated associations between pre-school children\u27s time spent playing electronic ...
AbstractBackground: To investigate the impact of playing sports Active Video Games on children's act...
Background: To investigate the impact of playing sports Active Video Games on children's actual and ...
OBJECTIVE: Despite extensive debate, the proposed benefits and risks of video gaming in young people...