Games For Health 2008. Gateway eGAMES by Stephen Yang – SUNY Cortland. Using exergames/eGAMES (video games that require physical movement in order to play) to achieve healthy benefits is a relatively new phenomenon. Determining the extent of the physiological, psychological, social, and cognitive benefits remains to be determined. I propose that exergames by themselves cannot be a viable solution for the overweight and sedentary populations. Rather, perhaps playing eGAMES (Electronic Gaming Activities for Movement Enjoyment) can be a stimulus and confidence booster to participate in different physical activities and sports. To be a successful Gateway Game, eGAMES must be a) fun, b) competence building, c) socially engaging, and d) autonomy granting.
How the fever night scores above your mundane nightlife occurrence
Exergames: Gateway eGAMES
1. Gateway GAMEs Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab Using video games to encourage lifetime physical activity
18. Gateway GAMEs Using video games to encourage lifetime physical activity Stephen P. Yang Assistant Professor SUNY Cortland [email_address] Exergamelab
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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.