Top Things to Know: The Power of Play: Innovations in Getting Active Summit 2011

Published: April 25, 2011

  1. 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.
  2. Research has found that active-play video games can help make physical activity more appealing and engaging for some people regardless of age.
  3. Active-play video games may be adapted for people with special needs, cognitive challenges, physical disabilities, and rehabilitative needs.
  4. 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.
  5. Emerging research shows that exergame interventions in schools can lead to improvements in academic performance, reduced classroom absenteeism, tardiness, and negative classroom behaviors.
  6. 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.
  7. 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).
  8. 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.
  9. 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.
  10. 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