The miniaturization of computer hardware, particularly gaming joysticks and controls, has allowed for the creation of “exergames”, which epistemological roots derive from the combination of “exercise” and “digital gaming”. Indeed, exergames combine exercise with game play by emulating real life fitness, exercise and sport situations through motion sensor technology and virtual reality animations (Russell & Newton, 2008; Staiano & Calvert, 2011a). This relatively new video game modality requires physical exertion during game play and measures players’ movements and motor skills through a series of technological devices such as accelerometers and gyroscopes, cameras, pads and mats, and pressure and optical sensors (Rizzo, Lange, Suma, & Bolas, 2011; Russell & Newton, 2008). Accordingly, the interaction with the video game is not solely based on traditional joysticks and hand-eye coordination, but involves the whole body through the use of nonstandard controllers, such as Nintendo Wiimote, Balance Board or Microsoft Kinect sensor. Noteworthy, the exergames movement has redefined the video game industry and represents one of the leading technological trends in the sport and exercise sciences (Staiano & Calvert, 2011b). The purpose herein is to offer an overview of the target population, principles, types, benefits and educational perspectives of exergaming. First, the target population of exergames is outlined. Next, the governing principles of exergame systems are presented. Subsequently, the physical, psychosocial, and cognitive benefits of playing exergames are discussed in light of empirical research. Finally, educational applications and future perspectives on exergaming are discussed.

Exergaming

di Fronso S.;Robazza C.;Bertollo M.
2017

Abstract

The miniaturization of computer hardware, particularly gaming joysticks and controls, has allowed for the creation of “exergames”, which epistemological roots derive from the combination of “exercise” and “digital gaming”. Indeed, exergames combine exercise with game play by emulating real life fitness, exercise and sport situations through motion sensor technology and virtual reality animations (Russell & Newton, 2008; Staiano & Calvert, 2011a). This relatively new video game modality requires physical exertion during game play and measures players’ movements and motor skills through a series of technological devices such as accelerometers and gyroscopes, cameras, pads and mats, and pressure and optical sensors (Rizzo, Lange, Suma, & Bolas, 2011; Russell & Newton, 2008). Accordingly, the interaction with the video game is not solely based on traditional joysticks and hand-eye coordination, but involves the whole body through the use of nonstandard controllers, such as Nintendo Wiimote, Balance Board or Microsoft Kinect sensor. Noteworthy, the exergames movement has redefined the video game industry and represents one of the leading technological trends in the sport and exercise sciences (Staiano & Calvert, 2011b). The purpose herein is to offer an overview of the target population, principles, types, benefits and educational perspectives of exergaming. First, the target population of exergames is outlined. Next, the governing principles of exergame systems are presented. Subsequently, the physical, psychosocial, and cognitive benefits of playing exergames are discussed in light of empirical research. Finally, educational applications and future perspectives on exergaming are discussed.
978-0-41570272-0
9780203795422
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/11564/689396
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