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Abstract

Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the...

Author(s)
Vaghetti, C. A. O.; Monteiro Junior, R. S.; Finco, M. D.; Reategui, E.; Botelho, S. S. da C.
Publisher
Sciendo, Warsaw, Poland
Citation
Physical Culture and Sport: Studies and Research, 2018, 78, 1, pp 23-32
Abstract

Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active...

Author(s)
Vet, E. de; Simons, M.; Wesselman, M.
Publisher
Oxford University Press, Oxford, UK
Citation
Health Promotion International, 2014, 29, 2, pp 235-243
Abstract

Objectives: The current study was designed to evaluate the intensity levels of three exergames and determine the association with physical activity recommendations that correspond to specific outcomes. The variation in cardiovascular responses between the three exergames was also examined. Design:...

Author(s)
Mellecker, R. R.; McManus, A. M.
Publisher
Elsevier Australia PLC, Marrickville, Australia
Citation
Journal of Science and Medicine in Sport, 2014, 17, 3, pp 288-292
Abstract

Background: Adequate levels of physical activity are part of a healthy lifestyle and in this way linked to better health outcomes. For children and adolescents, the physical activity guideline recommends at least 60 minutes of moderate-to-vigorous physical activity every day. However, many...

Author(s)
Simons, M.; Bernaards, C. M.; Slinger, J. D.
Publisher
BioMed Central Ltd, London, UK
Citation
International Journal of Behavioral Nutrition and Physical Activity, 2012, 9, 118, pp (2 October 2012)
Abstract

ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process of modernization of education. Active video games, which involve physical movement of the player's body, are used to increase the efficiency of perception of the educational material connected with...

Author(s)
Chukhlantseva, N.; Chukhlantsev, A.
Publisher
Altezoro, s.r.o. & Dialog, Košice, Slovakia
Citation
Traektoriâ Nauki, 2017, 3, 2, pp 4.1-4.11
Abstract

Background: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games - i.e. active games - may be a promising alternative to traditional non-active...

Author(s)
Simons, M.; Chinapaw, M. J. M.; Bovenkamp, M. van de; Boer, M. R. de; Seidell, J. C.; Brug, J.; Vet, E. de
Publisher
BioMed Central Ltd, London, UK
Citation
BMC Public Health, 2014, 14, 275, pp (24 March 2014)
Abstract

Physical inactivity among children is a serious public health problem. It has been suggested that high levels of screen time are contributory factors that encourage sedentary lifestyles in young people. As physical inactivity and obesity levels continue to rise in young people, it has been proposed ...

Author(s)
Daley, A. J.
Publisher
American Academy of Pediatrics, Elk Grove Village, USA
Citation
Pediatrics, 2009, 124, 2, pp 763-771
Abstract

Introduction. Not many studies have been performed in Poland on using mobile applications from the sport and fitness category and exergames. The main purpose of this study was to investigate to what extent such technologies are used by youth. Material and methods. A total of 435 pupils (including...

Author(s)
Sas-Nowosielski, K.; Szopa, S.; Kowalczyk, A.
Publisher
De Gruyter Open, Warsaw, Poland
Citation
Polish Journal of Sport and Tourism, 2016, 23, 3, pp 167-170
Abstract

Objective: Exergames have been suggested to increase the public's physical activity and to benefit cardiovascular health, particularly among the youth. However, not many studies compared the physiological and perceived responses between exergames and the authentic sports especially for elite...

Author(s)
Chung MingYan [Chung, M. Y. L. ]; Sun FengHua; Cheng TszMan [Cheng, T. M. C. ]
Publisher
Mary Ann Liebert, Inc., New Rochelle, USA
Citation
Games for Health Journal, 2017, 6, 1, pp 57-60
Abstract

The purpose of the study was to compare the play pattern of "exergames" and seated internet-based video games between boys and girls. Seventy-nine participants (40 boys, 39 girls) aged 9 to 12 years (M=10.85±0.9) were involved in two 1-hour video game sessions. Play pattern in terms of frequency,...

Author(s)
Lam, J. W. K.; Sit, C. H. P.; McManus, A. M.
Publisher
Elsevier (Singapore) Pte Ltd, Hong Kong, China
Citation
Journal of Exercise Science & Fitness, 2011, 9, 1, pp 24-30

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