Exercise Equipment
Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis
Anderson-Hanley, C., Arciero, P., Westen, S., Nimon, J., & Zimmerman, E. (2012). Neuropsychological benefits of stationary bike exercise and a cybercycle exergame for older adults with diabetes: An exploratory analysis. Journal of Diabetes Science and Technology, 6(4), 849-857.
Diabetes
Exercise and Fitness
Diabetes mellitus
Health
Medicine
Neuropsychology
Nutrition
Physical Activity Guidelines for Americans
Physical exercise
Psychology
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Metabolic requirements of interactive video game cycling
Warburton, D. E., Sarkany, D., Johnson, M., Rhodes, R. E., Whiteford, W., Esch, B. T., Scott, J.M., Wong, S.C., & Bredin, S.S. (2009). Metabolic requirements of interactive video game cycling. Medicine and Science in Sports and Exercise, 41(4), 920-926.
Warburton
Whiteford
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Active video/arcade games (exergaming) and energy expenditure in college students
Siegel, S. R., Haddock, B. L., Dubois, A. M., & Wilkin, L. D. (2009). Active video/arcade games (exergaming) and energy expenditure in college students. International Journal of Exercise Science, 2(3), 165-174.
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Exercise physiology
Exergaming
Health
Medicine
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Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial
Rhodes, R. E., Warburton, D. E., & Bredin, S. S. (2009). Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial. Psychology, Health & Medicine, 14(6), 631-640.
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Effects of interactive video game cycling on overweight and obese adolescent health
Adamo, K. B., Rutherford, J. A., & Goldfield, G. A. (2010). Effects of interactive video game cycling on overweight and obese adolescent health. Applied Physiology, Nutrition, and Metabolism, 85, 805-815.
Obesity and Weight Loss
Bariatrics
Body shape
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Education
Health
Hospitality
Medicine
Metabolic disorders
Nutrition
Obesity
Overweight
Hospitality
Teens
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Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children
Duncan, M. J., Birch, S., Woodfield, L., & Hankey, J. (2011). Physical activity levels during a 6-week, school-based, active videogaming intervention using the Gamercize Power Stepper in British children. Medicina Sportiva, 15(2), 81-87.
Exercise and Fitness
Gamercize
Medicine
Stepper
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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
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http://www.silverfit.nl/en/our-products/silverfit-mile.html
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SilverFit Newton
"The SilverFit Newton is a virtual therapy system for strength training. It can be fitted to any type of equipment that operates with a weight stack such as a pulley, a leg press, or a shoulder press."
Injuries and Rehabilitation
Computing
Document
Newton
Science
Technology
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http://www.silverfit.nl/en/our-products/silverfit-newton-product.html
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SilverFit
The vision of SilverFit is to "strongly improve elderly and rehabilitation care on a worldwide scale through new products and training methods that enable elderly people to retain health and indepe
Health Care Professionals
Seniors
Alphen aan den Rijn
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Netherlands
Provinces of the Netherlands
South Holland
Technology
Exercise and Physical Activity
Technology and Electronics
Virtual Realities
Software Company
Game Console
Software and Hardware Applications
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Fitclub
Fitclub is a membership service that gives players the opportunity to exercise in a virtual environment using a 15” touchscreen that attaches to an exercise bike. The Fitclub system keeps track of players’ progress and provides information intended to help players reach their fitness goals.
Subscription
Document
Exercise equipment
Stationary bicycle
Technology
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http://www.pantometrics.com

