This study aimed to investigate the effects of exergaming on flexibility, muscle strength, reaction time, and walking speed of adults within sex differences. Fifty-four individuals participated in a 12-week exergaming program. Three 30-min sessions were conducted each week. Baseline and post-intervention assessments were done using the sit-and-reach and bend-over tests for flexibility, hand-held dynamometer for muscle strength, auditory and visual reaction time machine for reaction time, and 5-meter walk test for walking speed. There were no significant changes in the sit-and-reach, bend-over test, and auditory-visual reaction time for either gender (p> .05) with the intervention. Walking speed and muscle strength improved after exergaming ...
BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed...
Objective. Improving and maintaining balance is essential for the elderly population, as impaired ba...
Purpose: Active video game systems controlled through upper/lower gestures and motions are becoming ...
Introduction: Training with exergames has been prescribed for health problems prevention, however, l...
Objective: Adults who are not engaged by traditional exercise methods require a strategy to achieve ...
This study evaluated the effects of exergaming on college students’ energy expenditure (EE), moderat...
Few studies have simultaneously explored the training effects of exergame and video game. The purpos...
(1) Background: Many young adults spend their time playing games and watching television. This type ...
Exergaming is a term used for videogame exercise. The aim of this study was to examine the training ...
Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of ex...
Background: Aging is often accompanied by a decline in sensory, motor and cognitive functions. These...
The combination of active video gaming and exercise (exergaming) is suggested to improve elderly peo...
AbstractThe rate of peak workload improvement between different types of Active Video Games (AVG) in...
Falls are a well-known cause of injury, mortality, and a large growing public health problem among o...
Regular moderate-intensity exercise provides health benefits. The aim of this study was to examine w...
BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed...
Objective. Improving and maintaining balance is essential for the elderly population, as impaired ba...
Purpose: Active video game systems controlled through upper/lower gestures and motions are becoming ...
Introduction: Training with exergames has been prescribed for health problems prevention, however, l...
Objective: Adults who are not engaged by traditional exercise methods require a strategy to achieve ...
This study evaluated the effects of exergaming on college students’ energy expenditure (EE), moderat...
Few studies have simultaneously explored the training effects of exergame and video game. The purpos...
(1) Background: Many young adults spend their time playing games and watching television. This type ...
Exergaming is a term used for videogame exercise. The aim of this study was to examine the training ...
Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of ex...
Background: Aging is often accompanied by a decline in sensory, motor and cognitive functions. These...
The combination of active video gaming and exercise (exergaming) is suggested to improve elderly peo...
AbstractThe rate of peak workload improvement between different types of Active Video Games (AVG) in...
Falls are a well-known cause of injury, mortality, and a large growing public health problem among o...
Regular moderate-intensity exercise provides health benefits. The aim of this study was to examine w...
BACKGROUND: Novel balance-targeting exergames controlled with off-the-shelf hardware, were developed...
Objective. Improving and maintaining balance is essential for the elderly population, as impaired ba...
Purpose: Active video game systems controlled through upper/lower gestures and motions are becoming ...