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In this Nintendo Wii exergame, players move their upper and lower bodies by using the Wii remote and a game mat. This game involves more than a dozen fast-paced activities, such as log jumping, river rafting, and a minecart adventure.
Developed by Electronic Arts for the Nintendo Wii, this is a music and dance game in which players sing, perform, and dance as if they were really on stage. Players earn points based on how well they match the rhythm and pitch.
In this exergame, players experience a virtual environment in which they can engage in various sports activities and challenges. The game takes into account players’ speed, power, and reaction time.
Available for Mac or PC, this exergame asks players to dance and boogie their way to a fun work out. The game uses contemporary Christian music.
Deca Sports is an interactive sports game comprised of ten different sports activities made for the Nintendo Wii. Using a Wii remote, players can engage in archery, figure skating, badminton, curling, and more.
For the Nintendo DS and Wii, Don King Boxing: Boxercise engages players in a simulated boxing match.
EyeToy: Kinetic Combat is a fitness game in which players engage in the ancient art of kung fu.
This exergame for the PlayStation 2 includes over a dozen active games intended to help players stay physically fit and off the couch. Games include hitting home runs and battling ninjas.
GameWheels was developed to give patients suffering from spinal cord injuries the opportunity to exercise while playing an exergame. It can be used as a therapeutic tool for wheelchair users.
Houston is a mobile phone game designed to encourage physical activity. The game comes with a pedometer that counts the number of steps players take over a certain period of time.
Jackie Chan Studio Fitness Powerboxing is a Xavix exergame designed to help players workout while engaging in interactive boxing.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
This is one game in a series of games that encourages Pre-K children to engage their bodies in learning.
Me2 is a game for which you create an avatar and a pedometer that counts and keeps track of every step taken by players. In order to unlock games on the device, players must accumulate points based on the amount of step taken.
MX 10 Workout Master is a console, dancepad, exergame system that allows users to exercise while dancing to music. Motivatrix recognizes players’ footwork and senses arm movements and flailing.
NEAT-o-Race and NEAT-o-Sudoku are mobile phone games that require players to earn activity points in order to advance.
Positive Gaming iDANCE2 System is a multi-player machine dance software that allows 32 people to play simultaneously with real time performance feedback.
Seek 'n Spell is a mobile phone game played outside using a global positioning system (GPS). While outdoors, players use their GPS to identify areas in which virtual letters are hidden.
"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."
"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."
The Smart Cycle is a stationary bike by Fisher-Price that allows young children to engage in physical activity while playing a learning video game.
"The Smart Cycle Extreme is a stationary bike, arcade game and learning center that plugs directly into your TV.
"It’s a stationary bike, a learning center, and an arcade game system—all rolled into one! Smart Cycle Racer plugs right into your TV, ready to take kids on learning adventures like no other.
"The SilverFit is a system for virtual rehabilitation. It has been developed for people who have to exercise regularly as part of a rehabilitation program.
Therapy exergame is being used as physical therapy for patients recovering from surgeries.
Toy Pals Fun with Numbers is an exergame for the PlayStation 2 designed to engage young children in simultaneous learning and physical activity.
This game combines entertainment, physical activity, and virtual environments.
Xavix Music & Circuit is an exergame that allows players to get a workout while dancing and moving to the music.
Using a wireless bat and ball, players can work on their swing, compete against friends, and lead their team to the top.
Using a wireless bowling ball, players can participate in bowling tournaments, compete with friends, or just bowl for fun.
This game utilizes a wireless driver, putter, and sensory device that captures the timing and speed of each swing players take. Multiple levels, courses, and tournaments are included.
Using the wireless racket, players can swing, lob, and serve as if they were really on the court.
Leapfrog’s Zippity is an interactive system that combines physical activity and education.Young players can dance, jump, move, and learn with their favorite Disney characters.
Russell, W. D. (2009). A comparison of exergaming to traditional video games on children's mood, attention, and short-term memory. Missouri Journal of Health, Physical Education, Recreation & Dance, 19, 77-88.
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.
Lanningham-Foster, L., Foster, R. C., McCrady, S. K., Jensen, T. B., Mitre, N., & Levine, J. A. (2009). Activity-promoting video games and increased energy expenditure. The Journal of Pediatrics, 154(6), 819-823.
Bonis, J. (2007). Acute wiiitis. The New England Journal of Medicine, 356(23), 2431-2432.
Tan, B., Aziz, A. R., Chua, K., & Teh, K. C. (2002). Aerobic demands of the dance simulation game. International Journal of Sports Medicine, 23(2), 125-129.
Zigelbaum, J. (2006). Bodybeats: Whole-body, musical interfaces for children. Journal of Adolescence, 1595-1600.
McDougall, J., & Duncan, M. J. (2008). Children, video games and physical activity: An exploratory study. International Journal on Disability and Human Development, 7(1), 89-94.
Epstein, L. H., Beecher, M. D., Graf, J. L., & Roemmich, J. N. (2007). Choice of interactive dance and bicycle games in overweight and nonoverweight youth. Annals of Behavioral Medicine, 33(2), 124-131.
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.
Trout, J. M., & Zamora, K. J. (2006). Dance Dance Revolution: A clinical look at an interactive arcade game. (Abstract). Research Quarterly for Exercise & Sport, 77(1 Suppl), A-22.
Bailey, B. W. & McInnis, K. (2011). Energy cost of exergaming: A comparison of the energy cost of 6 forms of exergaming. Archives of Pediatrics & Adolescent Medicine, 165(7), 597-602.
White, K., Schofield, A., & Kilding, A. E. (2011). Energy expended by boys playing active video games. Journal of Science and Medicine in Sport, 14(2), 130-134.
Mellecker, R. R., & McManus, A. M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162(9), 886-891.
Sell, K., Lillie, T., & Taylor, J. (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56(5), 505-511.
Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42(7), 592-594.
Mellecker, R. R., Lanningham-Foster, L., Levine, J. A., & McManus, A. M. (2010). Energy intake during activity enhanced video game play. Appetite, 55(2), 343-347.
Wan, K. W. (2008). Exercise is revolting. The Journal of the Royal Society for the Promotion of Health, 128(1), 12-14.
Flynn, S., Palma, P., & Bender, A. (2007). Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report. Journal of Neurologic Physical Therapy, 31(4), 180-189.
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility? Innovate: Journal of Online Education, 4(4).
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
Studenski, S. A., Perera, S., Keller, V., Spadola-Bogard, J., & Garcia, J. (2010). Interactive video dance games for healthy older adults. Journal of Nutrition, Health & Aging, 14(10), 850-852.
Hoysniemi, J. (2006). International survey on the Dance Dance Revolution game. Computers in Entertainment, 4(2).
Nett, M. P., Collins, M. S., & Sperling, J. W. (2008). Magnetic resonance imaging of acute "Wiiitis" of the upper extremity. Skeletal Radiology, 37(5), 481-483.
Miyachi, M., Yamamoto, K., Ohkawara, K., & Tanaka, S. (2010). METs in adults while playing active video games: A metabolic chamber study. Medicine and Science in Sports and Exercise, 42(6), 1149-1153.
Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2012). Motivating effects of cooperative exergame play for overweight and obese adolescents. Journal of Diabetes Science and Technology, 6(4), 812-819.
Penko, A. L., & Barkley, J. E. (2010). Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Annals of Behavioral Medicine, 39(2), 162-169.
Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of Neuroengineering and Rehabilitation, 1(1), 10.
Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). Neat-o-games: Blending physical activity and fun in the daily routine. ACM Computers in Entertainment, 6(2), 1-22.
Goudarzi, V., & Tomic, S. (2006). PEDdo: Steps to a healthy lifestyle. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
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.
Sallis, J. F. (2011). Potential vs actual benefits of exergames. Archives of Pediatrics & Adolescent Medicine, 165(7), 667-669.
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.
Szturm, T., Peters, J. F., Otto, C., Kapadia, N., & Desai, A. (2008). Task-specific rehabilitation of finger-hand function using interactive computer gaming. Archives of Physical Medicine and Rehabilitation, 89(11), 2213-2217.
Graves, L. E., Ridgers, N. D., & Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii. European Journal of Applied Physiology, 104(4), 617-623.
Graves, L., Ridgers, N. D., Atkinson, G., & Stratton, G. (2010). The effect of active video gaming on children’s physical activity, behavior preferences and body composition. Pediatric Exercise Science, 22(4), 535-546.
Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive students in a physical education classroom. Journal of Applied Behavioral Analysis, 43(4), 591-600.
Mellecker, R. R., McManus, A. M., Lanningham-Foster, L. M., & Levine, J. A. (2009). The feasibility of ambulatory screen time in children. International Journal of Pediatric Obesity, 4(2), 106-111.
Staiano, A.E. & Calvert, S. L. (2011). The promise of exergames as tools to measure physical health. Entertainment Computing, 2(1), 17-21.
Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.
Hoysniemi, J., Hamalainen, P., & Turkki, L. (2003). Using peer tutoring in evaluating the usability of a physically interactive computer game with children. Interacting with Computers, 15(2), 203-225.
Ahtinen, A. (2008). Wellness applications - UI design to support long-term usage motivation. In CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. New York, NY: ACM.
Staiano, A. E. & Calvert, S. L. (2011). Wii tennis play as physical activity in low-income African American adolescents. CyberPsychology, 5.
A blog from Gamercize about the latest research studies and findings related to the effects of playing exergames. This blog offers information on the use of technology to combine video games and exercise for fitness purposes.
Crumple It Up, Another Humana Innovation, offers this blog that focuses on health innovation, health technology, and personal journeys.
A blog dedicated to presenting and discussing recent news and information related to exergaming. Topics include trends, services, advancements, and prototypes.
Exergame Fitness offers a blog that discusses issues related to obesity, weight loss through exergaming, physical activity, virtual sports equipment, and more.
Exergaming Evangelist's Soapbox is the blog of a doctor, Dr. Ernie Medina, Jr.,who shares and discusses information about conferences,events, news, and products related to exergaming.
Fitspott is “a blog about the premier social networking platform for health and fitness.”
This blog discusses the benefits of using FootGaming products to achieve adequate amounts of daily physical activity. News, research, and articles about FootGaming are featured.
The Games-for-Health Discussion Listserv is an email discussion list for people interested in building health games.
"Generation FIT is the premier solution for integrating Technology, Games and Software that provide Movement, Fitness, and ExerLearning (R) throughout your school (grades 3-12)."
Healthy Gaming provides users with “daily news, tips and thoughts concerning health related video games.”
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
WordPress.com is a platform for user-generated blogs. This is a list of WordPress blogs dedicated to exergaming.
3G Studios is a game design studio that recently "expanded the company focus to include games for mobile and social media, including the iPhone and Facebook."
"CPL is an interdisciplinary lab and draws additional expertise from partner labs in Mayo Clinic, University of Texas Medical School, Methodist Hospital, and SUNY Buffalo.
"EA Sports is a brand name used by Electronic Arts since 1989 to distribute games based on sports.
"ELECTRIC~SPIN is the developer and manufacturer of the award-winning Golf Launchpad, the world leader in home golf simulation.
"Groundspeak's mission is to inspire outdoor play using location-based technology.
"Natsume started publishing interactive games in 1990 in Burlingame, California (near San Francisco).
"Retronyms is a small band of programmers and designers based in San Francisco that write software for the iPhone, Mac, PC and Unix.
"After becoming a ROX Fitness member, we will guide you through setting a S.M.A.R.T goal. S.M.A.R.T. stands for specific, measurable, attainable, realistic and time-bound.
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
"SSD COMPANY LIMITED was founded in 1995 with a vision of bringing innovative or new-generation products into the world. In fact, our company name "Shinsedai" means "new generation" in English.
"Vanpool, Inc. is a Japanese developer of video games, music software, computer software and toys.
"XKPad conceives innovative stand alone video game hardware accessories and interfaces. We also conceive game bundles including both an innovative accessory and a dedicated software."
Zamzee Co. was established in 2010 by HopeLab, founded by philanthropist Pam Omidyar. HopeLab is funded by Pam and her husband, eBay founder and chairman Pierre Omidyar.
Computer and Sport is an exhibition that provides visitors with an inside look into state-of-the-art developments in computer-based technology that are being implemented into the sporting world.



























































































































































