Active video games to promote physical activity in children and youth: a systematic review.
By E. Biddiss, J. Irwin. Archives of Pediatrics & Adolescent Medicine, 2010
616 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Public Health, Environmental and Occupational Health
View Paper: https://www.semanticscholar.org/paper/209741b156eb711aa51f998a7da807dd68cc5798
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Jonna Koivisto
- Juho Hamari
- Marcus Munafò
- Brian M. Winn
- Nannan Xi
- Sebastian Deterding
- Richard N. Landers
- Jesse Fox
In Public Health, Environmental and Occupational Health
Citations in the corpus
- Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame (2012, background): “An exergame (also termed as active video game) is a video game that incorporates physical activity into gameplay by requiring players’ body movements to interact with the game system and, thus, combine entertainment with exercise (Biddiss & Irwin, 2010; Peng, Lin, & Crouse, 2011).”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, background): “A review by Biddiss and Irwin (2010) reported that inconclusive results were found in terms of significantly increasing physical activity.”
- Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016, background): “Also related but beyond our scope is the body of work on the effects of video games on behavior (see [14,15] for reviews).”
- Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games (2011, neutral): “14 Finally, we examined relevant literature review papers 20–22 for potential studies.”
- Systematic review of sedentary behaviour and health indicators in school-aged children and youth (2011, background): “Although it is true that some games can require sufficient energy expenditure for health benefits [271], the socio-cognitive and physiological aspects of remaining indoors for long periods are unknown.”