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    政大機構典藏 > 傳播學院 > 廣告學系 > 期刊論文 >  Item 140.119/79399
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/79399


    Title: Using active video games for physical activity promotion: A systematic review of the current state of research.
    Authors: 林日璇
    Peng, Wei*;Crouse, Julia;Lin, Jih-Hsuan
    Contributors: 傳播學院
    Date: 2013
    Issue Date: 2015-11-10 17:06:30 (UTC+8)
    Abstract: This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to identify peer-reviewed journal articles in English through March 2011. Studies that used off-the-shelf AVGs to increase physical activity with quantitative outcomes or studies that quantified intensity of AVG play were included. Information on sample characteristics, AVGs employed, study design and conditions, outcome measures, results, and conclusions was extracted by two researchers. Intervention studies were ranked on design quality. Thirteen interventions and 28 laboratory studies were identified. All laboratory studies demonstrated that AVGs are capable of providing light-to-moderate intensity physical activity. However, only three interventions supported AVGs as an effective tool to significantly increase physical activity or exercise attendance. As AVGs are becoming more popular, additional research is needed to determine how to capitalize on the potential of AVGs to increase physical activity.
    Relation: Health Education and Behavior, Vol.40, No.2, pp.171-192
    Data Type: article
    DOI 連結: http://dx.doi.org/10.1177/1090198112444956
    DOI: 10.1177/1090198112444956
    Appears in Collections:[廣告學系] 期刊論文

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