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Decreasing sedentary behaviours in pre-adolescents using casual exergames at school

Published: 19 October 2014 Publication History

Abstract

There are risks to too much sedentary behaviour, regardless of a person's level of physical activity, particularly for children. As exercise habits instilled during childhood are strong predictors of healthy lifestyles later in life, it is important that schools break up long sedentary periods with short periods of physical activity. Casual exergames are an appealing option for schools who wish to engage adolescents, and have been shown to provide exertion levels at recommended values, even when played for only 10 minutes. In this paper we describe a preliminary survey with teachers of a local school that informed the deployment of a casual exergame with a group of pre-adolescent students from the same school. We show that students preferred the game to traditional exercise, that the game was able to generate appropriate levels of exertion in pre-adolescents, and that students have a sophisticated understanding of the role of exercise in their lives. Overall, we establish the feasibility of casual exergames for combating sedentary behavior in preteen classrooms.

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Cited By

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  • (2024)Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyJMIR Serious Games10.2196/5590512(e55905)Online publication date: 26-Aug-2024
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  • (2023)The Potential of Seated and Standing Short Duration Casual Exergames to Increase Positive AffectProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616964(25-34)Online publication date: 3-Oct-2023
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    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 19 October 2014

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    Author Tags

    1. children
    2. exergames
    3. physical activity
    4. school
    5. sedentary

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    • (2024)Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyJMIR Serious Games10.2196/5590512(e55905)Online publication date: 26-Aug-2024
    • (2024)Natural Course and Predictors of Sustained Exergaming in Young AdultsGames for Health Journal10.1089/g4h.2024.0021Online publication date: 18-Oct-2024
    • (2023)The Potential of Seated and Standing Short Duration Casual Exergames to Increase Positive AffectProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616964(25-34)Online publication date: 3-Oct-2023
    • (2023)Liopep: A Gamified Casual Exergame Application to Help Office Workers Not be Active Couch Potatoes2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253779(1-8)Online publication date: 28-Aug-2023
    • (2023)The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253767(1-7)Online publication date: 28-Aug-2023
    • (2023)The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253764(1-8)Online publication date: 28-Aug-2023
    • (2023)UCInvaders: Reusing a Game to Promote Physical Activity Among College Students2023 International Conference on Graphics and Interaction (ICGI)10.1109/ICGI60907.2023.10452726(1-8)Online publication date: 2-Nov-2023
    • (2023)Enhancing attention in children using an integrated cognitive-physical videogame: A pilot studynpj Digital Medicine10.1038/s41746-023-00812-z6:1Online publication date: 12-Apr-2023
    • (2023)Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary LifestyleHCI in Games10.1007/978-3-031-35930-9_16(237-251)Online publication date: 9-Jul-2023
    • (2022)Designing Augmented Reality Based Interventions to Encourage Physical Activity During Virtual ClassesExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519749(1-6)Online publication date: 27-Apr-2022
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