exercise game
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2020 ◽  
Vol 4 (3) ◽  
pp. 56
Author(s):  
Yongjoo Cho ◽  
Kyoung Shin Park

Exercise can help to improve health, strengthen vitality and prevent brain disease, especially for the elderly. Exercise games, or exergames, which combine both exercise and video gaming, train people in a fun and competitive manner to lead a healthy lifestyle. Exergames promote more physical effort and have the potential to contribute to physical education. This research presents a full-body virtual reality exercise game called the Chongchong Step Master, which is designed to improve gait and balance function and prevent dementia in the elderly. This system used Kinect sensors to accurately recognize the user’s body movements and the stepping board mat to recognize and guide the user’s walking motion. It aims to help the elderly exercise more easily and independently with the virtual physical trainer.


2019 ◽  
Vol 56 (10) ◽  
Author(s):  
Michael O. Gutjahr ◽  
Wolfgang Ellermeier ◽  
Sandro Hardy ◽  
Stefan Göbel ◽  
Josef Wiemeyer

2019 ◽  
Author(s):  
Oliver James Clark ◽  
Sarah Grogan ◽  
Jenny Cole ◽  
Nicola Ray

Research has suggested that positive health behaviour change may be achieved using representations of the self in virtual environments (avatars) to alter self-perception, and model behaviours. This systematic review aimed to assess studies exploring role that avatar appearance plays in influencing health-related outcomes.Journal databases, author books and websites, and grey literature sources were searched for experimental studies in which avatar appearance was used to manipulate physical health-related outcomes in healthy populations. A total of 16 articles (17 studies, 39 effect sizes) addressing primary (e.g. ex- ercise, diet, and smoking), and secondary (e.g. body satisfaction) health related attitudes and behaviours were included.Eight studies reported significant main effects of avatar manipulation, which included avatar body type (varied by adiposity or muscularity), and Self Discrepancy Theory-based (SDT; e.g. actual, ideal, ought selves) customisa- tion.The review indicates a dearth of research on avatar appearance and health- related outcomes. The assignment of avatars with varying body types ap- peared to consistently affect immediate physical activity during exercise game play. The assignment of ‘obese’ avatars appeared to reduce positive behavioural outcomes: however the absence of control conditions make it unclear whether performance was improved in the thinner condition, or re- duced in the ‘obese’ condition. Results from this review indicate a need for a grounded, theory-driven approach to future avatar appearance-based studies.


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