76 research outputs found
Modulation of physiological responses and activity levels during exergame experiences
Exergames are exercise-oriented games that offer opportunities to increase motivation for exercising and improving health benefits. However, Exergames need to be adaptive and provide accurate feedback for physiologically correct exercising, sustaining motivation and for better personalized experiences. To investigate the role of physiological computing in those aspects, we employed a repeated measures design exploring changes in physiological responses caused by the gaming and exercising components of an Exergame intervention. Seventeen older adults (64.5±6.4 years) interacted with a videogame in two modes (Control, Exergaming) in different difficulty levels. Electrocardiography, Electrodermal and Kinematic data were gathered synchronously with game data. Findings show that Exercise intensities and heart rate changes were largely modulated by game difficulty, and positive feedback was more likely to produce arousal responses during Exergaming than negative feedback. A heart rate-variability analysis revealed strong influences of the interaction mode showing that Exergaming has potential to enhance cardiac regulation. Our results bring new insights on the usefulness of psychophysiological methods to sustain exercising motivation and personalizing gameplay to the individual needs of users in Exergaming experiences.info:eu-repo/semantics/publishedVersio
Measured and perceived physical responses in multidimensional fitness training through exergames in older adults
Exergames have been used to increase physical
activity levels to produce health benefits in older adults.
However, only a small number of studies have quantified the
physical activity levels produced by custom-made Exergames and
their capacity to elicit recommended levels of exercise. This study
investigates the effectiveness of custom-made Exergames,
designed for multidimensional fitness training, in eliciting
recommended levels of exercise. We rely on both objective
(accelerometry) and subjective (perceived exertion) information
collected in two different modalities of exercise, consisting of 40-
minutes sessions: Exergaming and conventional training
(Control). A between-subjects analysis was done involving two
groups of active older adults (n=33). Participants in the Control Between condition performed physical activity in conventional
group fitness training, while the intervention group used
individualized Exergaming as training modality. In addition, a
sub-group of the Exergaming participants also performed a
conventional training session (Control-Within), which enabled a
within-subjects comparison. Results show that participants spent
significantly more time in moderate-to-vigorous intensities
during Exergaming, interestingly, perceiving significantly lower
exertion levels. The between-subjects analysis only presented
statistically significant differences for the perceived exertion
scale. This study helps to unveil the impact of custom-made
Exergames in physical activity levels during training when
compared to conventional training for the older adult population.info:eu-repo/semantics/publishedVersio
Does exergaming drive future physical activity and sport intentions?
International audienc
Multi-user virtual environments for physical education and sport training
For effective learning and training, virtual environments may provide lifelike opportunities, and researchers are actively investigating their potential for educational purposes. Minimal research attention has been paid to the integration of multi-user virtual environments (MUVE) technology for teaching and practicing real sports. In this chapter, the authors reviewed the justifications, possibilities, challenges, and future directions of using MUVE systems. The authors addressed issues such as informal learning, design, engagement, collaboration, learning style, learning evaluation, motivation, and gender, followed by the identification of required elements for successful implementations. In the second part, the authors talked about exergames, the necessity of evaluation, and examples on exploring the behavior of players during playing. Finally, insights on the application of sports exergames in teaching, practicing, and encouraging real sports were discussed
Sedentary conditions during the lockdown and movement opportunities for the Italian elderly
The active lifestyle benefits are recognized for all age groups. In the over 65 year’s old
population, the advantages deriving from active lifestyles and from the increase in the levels
of physical activity assume particular relevance especially for the aging effect contrast.
The effects of aging, in fact, involve all systems and all systems and can be counteracted
by adopting active lifestyles the measures to combat the contagion have been progressive,
from 8 March to 11 March and have disciplined and conditioned numerous individual and
collective behaviors. The subsequent closure of parks, gardens and equipped green areas
prevented the use of these spaces for recreational motor activity or for walking.
The purpose of this study is to describe the strategies adopted and the motor tasks identified
in a particular period of limitation of individual and group travel for the over 65 years old
population.
The motor skills to be solicited must meet two criteria: they must be related to the daily
life and senior independence skills; they must be identified among those most affected by a
period of forced suspension of activities or forced sedentary lifestyl
THE SEDENTARY CONTRAST STRATEGIES IN THE OLDER PEOPLE DURING THE SPREAD OF COVID 19: THE ITALIAN EXPERIENCE
In the elderly population, the advantages deriving from active lifestyles and from the increase in the levels of
physical activity assume particular importance especially for the contrast of the aging effects. The restrictions
related to individual mobility and the indications recently provided by the Italian Government regarding the
maintenance of social distances to contrast the Covid 19 spread and contagion, have reduced the movement
opportunities for people over 65yeasr old. The measures to combat the contagion have been progressive,
from 8 March to 11 March and have disciplined and conditioned numerous individual and collective behaviors.
The subsequent closure of parks, gardens and equipped green areas prevented the use of these spaces for
recreational motor activity or for walking. The purpose of this study is to describe the strategies adopted and
the motor tasks identified in a particular period of limitation of individual and group travel for the over 65
years old population. The motor skills to be solicited must meet two criteria: they must be related to the
daily life and senior independence skills; they must be identified among those most affected by a period of
forced suspension of activities or forced sedentary lifestyle
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