Showing posts with label MVPA. Show all posts
Showing posts with label MVPA. Show all posts
Thursday, 1 November 2012
PhD Defense: Comparing MVPA, EE, RPE, & Enjoyment in Adolescents Playing Exergames
A couple of weeks ago I defended my dissertation titled: "Comparing MVPA, Duration, EE, RPE & Enjoyment of Adolescents Playing Exergames". I would like to thank everyone who has been so helpful and instrumental in getting me to this point, especially my Committee Chair Dr. Melissa Bopp; Committee Members: Dr. Linda Caldwell, Dr. R. Scott Kretchmar, Dr. Karl Newell; and Dr. John Challis (former Grad Coordinator) all of Penn State University; PSU & SUNY Cortland Faculty and Staff; the Cortland YMCA staff and participants, and of course my wonderful and loving family. Some of the details have been omitted as the separate papers are in the process of being submitted to separate journals but it gives you a rough estimate of what I was investigating. If you have any questions please feel free to contact me.
Labels:
armband,
ddr,
EE,
energy_expenditure,
enjoyment,
exergame,
exergame-lab,
EyeToy,
EyeToy Kinetic,
heart rate,
motivation,
MVPA,
OMNI-RPE,
PhD,
RPE,
self-selected time,
study,
xavix,
XaviX-Tennis,
yang
Friday, 11 March 2011
More proof exergames can reach MVPA!
3-11-11: Over the last few days, I've been excited to see the latest study by Bailey & McInnis, published in the Archives of Pediatric and Adolescent Medicine, showing that exergames can get players to reach the moderate to vigorous intensity levels, being talked about all over the net.
Exergames can reach MVPA
This joins a growing body of research showing that certain types of exergames can be used to reach the moderate to vigorous levels of physical activity (MVPA). (See the list of research in The Exergame Network database, the Exergames Unlocked database, and Health Games Research database.)
Ever since the latest federal recommendations for physical activity came out in 2008, I've been saying that certain exergames can help Americans fulfill these recommendations, so it's nice to see more and more research supporting this this idea.
We know that exergames can overcome many of the obstacles faced in motivating people to be more physically active. We know that exergames can be appropriate interventions for reaching the PA recommendations.
Will they keep playing long enough to see the benefit?
What we don't know for sure yet is if players will keep playing long enough to gain the biometric benefits (reduced weight, lowered BP, reduced blood markers, etc.) those of us in healthcare desire to see.
Another recent study published online in Medicine & Science in Sports and Exercise (MSSE) concluded that "...active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time...".
NAGL to the rescue?
This is an organization like the now-forming National Active Gaming League (NAGL) can help address this "less enjoyment" factor and long-term compliance.
Just like swimming laps during a swim team practice is less enjoyable than playing Marco Polo at a swimming b-day party, organizing teams and training together for upcoming NAGL tournaments can empower kids and adults to "train" on exergames at a new level.
The structure provided by NAGL can give exergaming teams and "AGAs" (active gaming athletes) a reason to continue to train for the right duration and intensity.
A Prediction
Someday, the NAGL will be as effective at getting kids and adults to reach MVPA as the National Spelling Bee is at getting kids to study and compete in spelling. Then maybe someday, we will see the NAGL national finals on ESPN, just like the National Spelling finals!
Exergames can reach MVPA
This joins a growing body of research showing that certain types of exergames can be used to reach the moderate to vigorous levels of physical activity (MVPA). (See the list of research in The Exergame Network database, the Exergames Unlocked database, and Health Games Research database.)
Ever since the latest federal recommendations for physical activity came out in 2008, I've been saying that certain exergames can help Americans fulfill these recommendations, so it's nice to see more and more research supporting this this idea.
We know that exergames can overcome many of the obstacles faced in motivating people to be more physically active. We know that exergames can be appropriate interventions for reaching the PA recommendations.
Will they keep playing long enough to see the benefit?
What we don't know for sure yet is if players will keep playing long enough to gain the biometric benefits (reduced weight, lowered BP, reduced blood markers, etc.) those of us in healthcare desire to see.
Another recent study published online in Medicine & Science in Sports and Exercise (MSSE) concluded that "...active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time...".
NAGL to the rescue?
This is an organization like the now-forming National Active Gaming League (NAGL) can help address this "less enjoyment" factor and long-term compliance.
Just like swimming laps during a swim team practice is less enjoyable than playing Marco Polo at a swimming b-day party, organizing teams and training together for upcoming NAGL tournaments can empower kids and adults to "train" on exergames at a new level.
The structure provided by NAGL can give exergaming teams and "AGAs" (active gaming athletes) a reason to continue to train for the right duration and intensity.
A Prediction
Someday, the NAGL will be as effective at getting kids and adults to reach MVPA as the National Spelling Bee is at getting kids to study and compete in spelling. Then maybe someday, we will see the NAGL national finals on ESPN, just like the National Spelling finals!
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