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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 orcid.org/0000-0003-2742-8579
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
Persistent URL http://hdl.handle.net/10536/DRO/DU:30079638

Document type: Journal Article
Collection: Centre for Physical Activity and Nutrition Research
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