Walking
Metabolic responses to Wii Fit video games at different game levels
Worley, J. R., Rogers, S. N., & Kraemer, R. R. (2011). Metabolic responses to Wii Fit video games at different game levels. Journal of Strength and Conditioning Research, 25(3), 689-693.
Computing
Nintendo
Technology
Touch! Generations
Wii
XML
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Comparison of physiological and metabolic responses to playing Nintendo Wii Sports and brisk treadmill walking
Willems, M. E. T., & Bond, T. S. (2009). Comparison of physiological and metabolic responses to playing Nintendo Wii Sports and brisk treadmill walking. Journal of Human Kinetics, 22(1), 43-49.
Young Adults
Games
Metabolism
Sports
Sports media
Wii
XML
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Playing active video games increases energy expenditure in children
Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124(2), 534-540.
Technology
XML
Young Children
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Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults
Barkley, J. E., & Penko, A. (2009). Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults. Journal of Exercise Physiology Online, 12(3), 1389-1398.
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Exercise physiology
Exertion
Health
Medicine
Physical exercise
Sedentary lifestyle
Treadmill
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SilverFit Mile
"The SilverFit Mile can be installed on your existing treadmill. A projector beams a virtual environment on a sceen in front of the treadmill. This gives the participant the feeling of actually walking through the surroundings."
Injuries and Rehabilitation
Exercise equipment
Human behavior
Motion
Physics
Technology
Treadmill
Virtual reality
Walking
XML
http://www.silverfit.nl/en/our-products/silverfit-mile.html
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Personal Trainer: Walking
"Personal Trainer: Walking helps you keep track of your daily walking routine, and aids in working towards a happy, healthy life rhythm! Two included Activity Meter™ accessories let you and a friend or family member trace the steps you take each and every day. Ease of use and a range of fun activities make it easy to get in step!"
Creatures Inc.
Human behavior
Nintendo
Personal trainer
Personal Trainer: Walking
Recreation
Social Issues
Technology
Touch! Generations
Video games
Walking
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Design requirements for technologies that encourage physical activity
Consolvo, S., Everitt, K., Smith, I., & Landay, J. A. (2006). Design requirements for technologies that encourage physical activity. In R. Grinter, T. Rodden, P. Aoki, E. Cutrell, R. Jeffries, & G. Olson, (Eds.), Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
Obesity and Weight Loss
Computing
Conference on Human Factors in Computing Systems
Human-computer interaction
Landay
SIGCHI
XML
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Fish'n'steps: Encouraging physical activity with an interactive computer game
Lin, J. J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H. B. (2006). Fish'n'steps: Encouraging physical activity with an interactive computer game. In P. Dourish & A. Friday (Eds.), UbiComp 2006: Ubiquitous Computing (261-278). New York: Springer.
Obesity and Weight Loss
Seniors
Young Adults
Ubiquitous computing
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Vivity Labs
"Vivity Labs, Inc is a digital media lifestyle company with a strong foundation of neuroscience.
Entertainment
Brain fitness
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Cognitive neuroscience
Document
Neuroscience
Technology
XML
Interactive Entertainment
Media and Digital Arts
Mobile Applications
Internet

