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

Version 2 2024-06-04, 12:56
Version 1 2015-11-18, 12:26
journal contribution
posted on 2015-01-22, 00:00 authored by A E Maloney, Robin Mellecker, R Buday, Z Gao, Trina 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

Issue

1

Pagination

53 - 57

Publisher

Mary Ann Liebert

Location

New Rochelle, N.Y.

eISSN

2161-7856

Language

eng

Publication classification

C Journal article; C1 Refereed article in a scholarly journal

Copyright notice

2015, Mary Ann Liebert