The purpose of this study was to assess the energy expenditure (EE) experienced by children when playing six active video games, which can be used in a home environment and in a public setting (e.g. game center), and to evaluate whether the intensity of playing these games can meet the threshold for moderate-intensity physical activity, which is set at an EE equivalent to three times resting metabolic rate. Children are recommended to be physically active at a moderate intensity for at least one hour a day
Free to read Background Limited data are available on energy cost of common children’s games using m...
Background: A population level increase in physical activity (PA) is critical to reduce obesity in y...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
The purpose of this study was to assess the energy expenditure (EE) experienced by children when pla...
The purpose of this study was to assess the energy expenditure (EE) experienced by children when pla...
This study sought to quantify the energy expenditure and physical activity associ-ated with playing ...
Children are becoming more inactive and are spending a significant proportion of their time particip...
There has been increased research interest in the use of active video games (in which players physic...
Objective: To compare the energy expenditure of adolescents when playing sedentary and new generatio...
To compare the energy expenditure of adolescent boys while playing the new generation active compute...
© Copyright 2013, Mary Ann Liebert, Inc. 2013.Objective: Active videogames (AVGs) remain popular amo...
According to a study from the Kaiser Family Foundation, total media use among all 8- to 18-year-olds...
Active video games (AVGs) have gained interest as a way to increase physical activity in children an...
This study compared the cardiovascular responses and energy costs of new and traditional screen base...
Objective: To examine energy expenditure and cardiovascular responses in children during seated and ...
Free to read Background Limited data are available on energy cost of common children’s games using m...
Background: A population level increase in physical activity (PA) is critical to reduce obesity in y...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...
The purpose of this study was to assess the energy expenditure (EE) experienced by children when pla...
The purpose of this study was to assess the energy expenditure (EE) experienced by children when pla...
This study sought to quantify the energy expenditure and physical activity associ-ated with playing ...
Children are becoming more inactive and are spending a significant proportion of their time particip...
There has been increased research interest in the use of active video games (in which players physic...
Objective: To compare the energy expenditure of adolescents when playing sedentary and new generatio...
To compare the energy expenditure of adolescent boys while playing the new generation active compute...
© Copyright 2013, Mary Ann Liebert, Inc. 2013.Objective: Active videogames (AVGs) remain popular amo...
According to a study from the Kaiser Family Foundation, total media use among all 8- to 18-year-olds...
Active video games (AVGs) have gained interest as a way to increase physical activity in children an...
This study compared the cardiovascular responses and energy costs of new and traditional screen base...
Objective: To examine energy expenditure and cardiovascular responses in children during seated and ...
Free to read Background Limited data are available on energy cost of common children’s games using m...
Background: A population level increase in physical activity (PA) is critical to reduce obesity in y...
Background: Active video games (AVGs) have gained interest as a way to increase physical activity in...