Using Active Video Games for Physical Activity Promotion
July 1, 2012 | Journal Article
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July 1, 2012 | Journal Article
January 30, 2013 | National Program
Advancing effectiveness of interactive games for health.
May 9, 2008 | Program Result
Researchers from the Alliance for Children and Families explored recent advancements in neuroscience and how they affected the behavioral health care practices of Alliance member organizations.
January 9, 2013 | Journal Article
Active videogames provide an effective adjunct to traditional PE classes for reaching recommended activity levels in children. It is recommended that children engage in 60 minutes of moderate- to vigorous-intensity physical activity (MVPA) most days ...
June 14, 2012 | Journal Article
This study examines the use of exergames, (i.e., video games that require gross motor skills), to combat growing adolescent obesity rates. It is the first study to demonstrate weight loss from exergame play. Recruited from an urban public high schoo ...
February 1, 2012 | Journal Article
Physical exercise may prevent or delay dementia, but how to get older adults to exercise when so few do? This study suggests virtual "cybercycling" can produce a beneficial cognitive effect over and above traditional exercise.
February 14, 2012 | Story
A profile of Sarah Strunk, MHA, director of Healthy Kids, Healthy Communities.
April 27, 2011 | Journal Article
This commentary urges public health professionals to monitor developments in interactive technology (video games are now more popular than movies). Video games whose stories and objectives portray aspects of personal health might give rise to healthier thought patterns and behaviors.
November 5, 2009 | Report
Round Two Grantees: Project Summaries
May 11, 2011 | Story
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