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Gateway   GAMEs Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab Using video games to encourage lifetime physical activity
Youth Obesity Percent of overweight youth ages 6-19 (Hedley, 2004; Ogden, 2002)
Video GAME or Exergame? ,[object Object],[object Object],[object Object],[object Object]
GAME #1 - Mean HR (45 mins)
DDR Enjoyable?
Different MVPA for Exergames? VS.
GAME #2 - DDR HR
DDR HR and % MVPA
%MVPA DDR vs. EyeToy 80.84% 53.45%
HR DDR vs. EyeToy
Why play? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Exergame Survey ,[object Object],[object Object],[object Object]
www.innovateonline.info
Virtual, augmented, ubiquitous… + = Vision Interaction/Gameplay ,[object Object],[object Object],[object Object],[object Object]
Exergames in PE ,[object Object],[object Object],[object Object],[object Object],[object Object]
MS StepUI
Exergame Lab ,[object Object],[object Object],[object Object]
Gateway   GAMEs Using video games to encourage  lifetime physical activity   Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab

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Exergames: Gateway eGAMES

Notas del editor

  1. Playing video games is not necessarily a sedentary activity. New multimodal games and controllers (exergames) allow players to be physically engaged in game play. Low-cost USB cameras, high-speed infra-red sensors, and advanced video processing algorithms allow videogames to be controlled by bodily movements (e.g., EyeToy, XaviX) and touch sensitive floor sensors (e.g., Dance Dance Revolution); thus allowing players to play in virtual spaces. This presentation will provide an overview of the rapid growth in exergames. Presenters Bio Stephen P. Yang is a doctoral candidate in the Department of Kinesiology at The Pennsylvania State University. He completed his B.S. in Physical Education at St. Francis Xavier University, Canada and his M.S. in Exercise Sport Science at the University of New Brunswick, Canada. Yang’s research deals with the use of innovative technology in both teaching and research settings. His master’s thesis investigated the effectiveness of a web-delivered problem-based learning module in applied exercise physiology. While at Virginia Tech, he assisted in the design, implementation, and assessment of Log It , a website that allows individuals or groups to record their steps from a pedometer. Yang’s main area of research includes increasing physical activity levels for adolescents through the integration of technology in the physical education curriculum. His dissertation explores the use of video games (exergames) as a stimulus for voluntary physical activity. Specifically, he is measuring the duration and intensity of adolescent physical activity while playing exergames and their attractiveness to playing these games.