Fun, flow, and fitness: opinions for making more effective active videogames
Version 2 2024-06-04, 12:56Version 2 2024-06-04, 12:56
Version 1 2015-11-18, 12:26Version 1 2015-11-18, 12:26
journal contribution
posted on 2024-06-04, 12:56authored byAE Maloney, R Mellecker, R Buday, Z Gao, T Hinkley, L Esparza, S Alexander
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.
History
Journal
Games for health journal
Volume
4
Pagination
53-57
Location
New Rochelle, N.Y.
eISSN
2161-7856
Language
eng
Publication classification
C Journal article, C1 Refereed article in a scholarly journal