Fun, flow, and fitness: opinions for making more effective active videogames

Maloney, Ann E., Mellecker, Robin, Buday, Richard, Gao, Zan, Hinkley, Trina, Esparza, Laura and Alexander, Shirley 2015, Fun, flow, and fitness: opinions for making more effective active videogames, Games for health journal, vol. 4, no. 1, pp. 53-57, doi: 10.1089/g4h.2014.0081.

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Title Fun, flow, and fitness: opinions for making more effective active videogames
Author(s) Maloney, Ann E.
Mellecker, Robin
Buday, Richard
Gao, Zan
Hinkley, TrinaORCID iD for Hinkley, Trina
Esparza, Laura
Alexander, Shirley
Journal name Games for health journal
Volume number 4
Issue number 1
Start page 53
End page 57
Total pages 5
Publisher Mary Ann Liebert
Place of publication New Rochelle, N.Y.
Publication date 2015-01-22
ISSN 2161-7856
Summary Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.
Language eng
DOI 10.1089/g4h.2014.0081
Field of Research 110699 Human Movement and Sports Science not elsewhere classified
Socio Economic Objective 929999 Health not elsewhere classified
HERDC Research category C1 Refereed article in a scholarly journal
ERA Research output type C Journal article
Copyright notice ©2015, Mary Ann Liebert
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Document type: Journal Article
Collections: Faculty of Health
Institute for Physical Activity and Nutrition
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