Top Things to Know: The Power of Play: Innovations in Getting Active Summit 2011
Published: April 25, 2011
- Active-play video games, also referred to as exergames, exertainment, active games or technology-mediated physical activity, use an interface that requires physical exertion in order to play the game.
- Research has found that active-play video games can help make physical activity more appealing and engaging for some people regardless of age.
- Active-play video games may be adapted for people with special needs, cognitive challenges, physical disabilities, and rehabilitative needs.
- A potential benefit to active-play video games is that they can reach adults who are physically inactive for a variety of reasons, including costs, physical limitations, lack of interest, and time constraints.
- Emerging research shows that exergame interventions in schools can lead to improvements in academic performance, reduced classroom absenteeism, tardiness, and negative classroom behaviors.
- Studies suggest that advanced/experienced active-play video game users who enjoy a particular game the most tend to experience the strongest physiologic and workout benefits (i.e., increased heart and respiratory rates) from playing that game.
- There are three existing genres of active gaming:
(1) screen-based programs which are played on consoles (e.g., Dance Dance Revolution, Wii games, and Xbox Kinect games);
(2) Light-sensor based games that combines the speed and fun of video games with movement of aerobic exercise (e.g., Makoto); and
(3) Digitally-based games that use light sensors (e.g., rock climbing, frisbee, golf). - A fourth genre of active gaming is on the horizon – mobile games that utilize smartphones and other devices that combine the virtual world with the real world via some sort of online game.
- A 2010 American Heart Association-Nintendo of America survey found that playing active-play video games might lead players to increase their real-world physical activity.
- More research is needed to investigate the health effects of active-play video games.
Citation
Lieberman DA, et al; on behalf of The Power of Play: Innovations in Getting Active Summit Planning Committee. The Power of Play: Innovations in Getting Active Summit 2011: a science panel proceedings report from the American Heart Association. Circulation. 2011, published online before print April 25, 2011, 10.1161/CIR.0b013e318219661d.
http://circ.ahajournals.org/cgi/reprint/CIR.0b013e318219661d