Objective: Active-input videogames could provide a useful conduit for increasing physical activity by improving a child's self-confidence, physical activity enjoyment, and reducing anxiety. Therefore this study evaluated the impact of (a) the removal of home access to traditional electronic games or (b) their replacement with active-input videogames, on child self-perception, enjoyment of physical activity, and electronic game use anxiety. Subjects and Methods: This was a crossover, randomized controlled trial, conducted over a 6-month period in participants' family homes in metropolitan Perth, Australia, from 2007 to 2010. Children 10-12 years old were recruited through school and community media. Of 210 children who were eligible, 74 met ...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
Background: Recent strategies to reduce sedentary behaviour in children include replacing sedentary...
Introduction. Interactive electronic games are popular and are believed to contribute to physical ac...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
Abstract Background Many children are reported to have insufficient physical activity (PA) placing t...
Objective: This naturalistic study tests whether children receiving a new (to them) active video gam...
Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associate...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
The primary objective of this pilot study was to evaluate the effect of active video games on childr...
Objective: To evaluate the impact of (1) the removal of home access to traditional electronic games ...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
Active video games (AVGs) have gained interest as a way to increase physical activity in children an...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
Background: Recent strategies to reduce sedentary behaviour in children include replacing sedentary...
Introduction. Interactive electronic games are popular and are believed to contribute to physical ac...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
Abstract Background Many children are reported to have insufficient physical activity (PA) placing t...
Objective: This naturalistic study tests whether children receiving a new (to them) active video gam...
Energy expenditure studies have shown that playing Active Video Games (AVGs) is positively associate...
OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video gam...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
The primary objective of this pilot study was to evaluate the effect of active video games on childr...
Objective: To evaluate the impact of (1) the removal of home access to traditional electronic games ...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
Active video games (AVGs) have gained interest as a way to increase physical activity in children an...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
Background: Recent strategies to reduce sedentary behaviour in children include replacing sedentary...
Introduction. Interactive electronic games are popular and are believed to contribute to physical ac...