231,707 research outputs found

    Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games

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    Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play

    Position specific differences in activity in club level sevens rugby players : a thesis presented in partial fulfilment of the requirements for the degree of Master of Philosophy in Sport & Exercise Science at Massey University, Wellington, New Zealand

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    The increase in popularity of seven-a-side rugby through the World Sevens Series has increased the need for training programmes to be developed specifically for the seven-a-side game. The aim of this thesis was to use time motion analysis to gather and compare data on match play variables in club sevens rugby, and interpret the results to construct effective guidelines for game-specific sevens rugby training. The first step in programme development was to identify the specific demands of sevens rugby, and then determine the best way for these demands to be replicated through training. Time motion analysis was used to identify the specific physiological demands of club-level game play. These demands included distances travelled, average speeds, the percentage of game time spent in different gaits and exercise intensities, and the number of activities and events performed per game half. The data were used to make comparisons between positional groups (forwards, backs, halfback), between game halves, and between pool and final games. There were no significant differences found between positional groups, game halves or game type, which implies that all players in sevens should train in the same way. The average distance covered per half was 0.77km, with 9% of the game spent in passive rest, 81% spent in active recovery and 10% spent in high-intensity running, equating to an average work to rest ratio of 1:9. Each player performed an average of 12 activities per half. Only half of the passes received resulted in a continuation of passing, the other half of balls received were either taken into a tackle or fumbled. The execution of activities at training should focus on maintaining possession of the ball at set plays and breakdowns, and using movement of the ball and players to create space to break through the defensive line and score a try. This can be achieved by working on game-specific skills, and may include executing these skills in a fatigued state to simulate the requirements of game play. Game-based fitness training should focus on the development of both aerobic power and anaerobic capacity, with special emphasis on the development of the lactate energy system through repeated-speed training. Work to rest ratios of 1:9 reflect club level game play, and are suggested as the standard for training at club level. To create overload and increase training response, smaller work to rest ratios (eg 1:3) may be used. Training which specifically focuses on the development of acceleration, top-end speed, agility, and strength should also be implemented as these attributes have been identified as critical components for successful sevens players. These results suggest that sevens rugby players require game-specific, rather than position-specific, training to promote maximal transfer to game performance

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    Design Strategies for Playful Technologies to Support Light-intensity Physical Activity in the Workplace

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    Moderate to vigorous intensity physical activity has an established preventative role in obesity, cardiovascular disease, and diabetes. However recent evidence suggests that sitting time affects health negatively independent of whether adults meet prescribed physical activity guidelines. Since many of us spend long hours daily sitting in front of a host of electronic screens, this is cause for concern. In this paper, we describe a set of three prototype digital games created for encouraging light-intensity physical activity during short breaks at work. The design of these kinds of games is a complex process that must consider motivation strategies, interaction methodology, usability and ludic aspects. We present design guidelines for technologies that encourage physical activity in the workplace that we derived from a user evaluation using the prototypes. Although the design guidelines can be seen as general principles, we conclude that they have to be considered differently for different workplace cultures and workspaces. Our study was conducted with users who have some experience playing casual games on their mobile devices and were able and willing to increase their physical activity.Comment: 11 pages, 5 figures. Video: http://living.media.mit.edu/projects/see-saw

    Activity-promoting gaming systems in exercise and rehabilitation

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    Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation

    A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults

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    BACKGROUND: Falls and fall-related injuries are symptomatic of an aging population. This study aimed to design, develop, and deliver a novel method of balance training, using an interactive game-based system to promote engagement, with the inclusion of older adults at both high and low risk of experiencing a fall.STUDY DESIGN: Eighty-two older adults (65 years of age and older) were recruited from sheltered accommodation and local activity groups. Forty volunteers were randomly selected and received 5 weeks of balance game training (5 males, 35 females; mean, 77.18 ± 6.59 years), whereas the remaining control participants recorded levels of physical activity (20 males, 22 females; mean, 76.62 ± 7.28 years). The effect of balance game training was measured on levels of functional balance and balance confidence in individuals with and without quantifiable balance impairments.RESULTS: Balance game training had a significant effect on levels of functional balance and balance confidence (P Peer reviewedFinal Published versio

    Developing fencing policies in dryland ecosystems

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    The daily energy requirements of animals are determined by a combination of physical and physiological factors, but food availability may challenge the capacity to meet nutritional needs. Western gorillas (Gorilla gorilla) are an interesting model for investigating this topic because they are folivore-frugivores that adjust their diet and activities to seasonal variation in fruit availability. Observations of one habituated group of western gorillas in Bai-Hokou, Central African Republic (December 2004-December 2005) were used to examine seasonal variation in diet quality and nutritional intake. We tested if during the high fruit season the food consumed by western gorillas was higher in quality (higher in energy, sugar, fat but lower in fibre and antifeedants) than during the low fruit season. Food consumed during the high fruit season was higher in digestible energy, but not any other macronutrients. Second, we investigated whether the gorillas increased their daily intake of carbohydrates, metabolizable energy (KCal/g OM), or other nutrients during the high fruit season. Intake of dry matter, fibers, fat, protein and the majority of minerals and phenols decreased with increased frugivory and there was some indication of seasonal variation in intake of energy (KCal/g OM), tannins, protein/fiber ratio, and iron. Intake of non-structural carbohydrates and sugars was not influenced by fruit availability. Gorillas are probably able to extract large quantities of energy via fermentation since they rely on proteinaceous leaves during the low fruit season. Macronutrients and micronutrients, but not digestible energy, may be limited for them during times of low fruit availability because they are hind-gut fermenters. We discuss the advantages of seasonal frugivores having large dietary breath and flexibility, significant characteristics to consider in the conservation strategies of endangered species

    Unlocking the “Virtual Cage” of Wildlife Surveillance

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    The electronic surveillance of wildlife has grown more extensive than ever. For instance, thousands of wolves wear collars transmitting signals to wildlife biologists. Some collars inject wolves with tranquilizers that allow for their immediate capture if they stray outside of the boundaries set by anthropocentric management policies. Hunters have intercepted the signals from surveillance collars and have used this information to track and slaughter the animals. While the ostensible reason for the surveillance programs is to facilitate the peaceful coexistence of humanity and wildlife, the reality is less benign—an outdoor version of Bentham’s Panopticon. This Article reconceptualizes the enterprise of wildlife surveillance. Without suggesting that animals have standing to assert constitutional rights, the Article posits a public interest in protecting the privacy of wildlife. The very notion of wildness implies privacy. The law already protects the bodily integrity of animals to some degree, and a protected zone of privacy is penumbral to this core protection, much the same way that human privacy emanates from narrower guarantees against government intrusion. Policy implications follow that are akin to the rules under the Fourth Amendment limiting the government’s encroachment on human privacy. Just as the police cannot install a wiretap without demonstrating a particularized investigative need for which all less intrusive methods would be insufficient, so too should surveillance of wildlife necessitate a specific showing of urgency. A detached, neutral authority should review all applications for electronic monitoring of wildlife. Violati ons of the rules should result in substantial sanctions. The Article concludes by considering—and refuting—foreseeable objections to heightened requirements for the surveillance of wildlife
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