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CABI’s case study database - Tourism Cases, is a window into the world of tourism development. To search cases and find out more on how to read online, download PDFs and access teaching notes visit Tourism Cases at:  https://tourism.cabi.org/casestudies/

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Abstract

Background: Most children and young people (CYP) worldwide are classified as inactive because they fail to meet the World Health Organisation recommendations for physical activity. Online interventions that use devices like exergames, smartphones, social media, and wearables have the potential to...

Author(s)
Goodyear, V. A.; Skinner, B.; McKeever, J.; Griffiths, M.
Publisher
Routledge, Abingdon, UK
Citation
Physical Education and Sport Pedagogy, 2023, 28, 1, pp 94-108
Abstract

This study aimed to compare short- and longer-term psychological and behavioral effects of the exergaming (EX-GAME) and traditional group aerobic training (TRAD) on psychological constructs and physical activity adherence. Young adults (n= 55; 18-24 yrs) were randomized to the EX-GAME and TRAD...

Author(s)
Hwang YongJu; Deng YangYang; Manninen, M.; Waller, S.; Evans, E. M.; Schmidt, M. D.; Chen SenLin; Yli-Piipari, S.
Publisher
Taylor & Francis, Abingdon, UK
Citation
International Journal of Sport and Exercise Psychology, 2023, 21, 1, pp 120-137
Abstract

Objective: The aim of this systematic review is to assess the effectiveness of school-based physical exercise program interventions to promote the enjoyment of physical activity, motor development and physical fitness in children and adolescents with developmental coordination disorder....

Author(s)
Lermanda, C. R.; Martínez, N. L.; Villarroel, F. H.; Godoy-Tapia, C.; Gómez-Álvarez, N.
Publisher
Federacion Espanola de Asociaciones Docentes de Educacion Fisica (FEADEF), San Javier Murcia, Spain
Citation
RETOS - Neuvas Tendencias en Educacion Fisica, Deporte y Recreacion, 2022, 47, pp 302-310
Abstract

Objective: The aim of this study was to pool existing data to investigate the overall effectiveness of exergame-based exercise training in improving depressive symptoms in adults. Design: A systematic review and meta-analysis. Methods: Ten databases were systematically searched from inception to...

Author(s)
Huang KeXin; Zhao YaWei; He RenDong; Zhong TangSheng; Yang HaiQi; Chen YuanXin; Liu ZiXin; Ma LinYa; Jia Yong; Chen Li
Publisher
Elsevier Ltd, Oxford, UK
Citation
Psychology of Sport and Exercise, 2022, 63,
Abstract

Older adults fall and live with the fear of falling. Until recently vitamin D to strengthen bones, Tai Chi and other slow deliberate exercises have been prescribed. Recent studies introducing these adults to newer technological innovations such as the Nintendo Wii and Microsoft HoloLens and Oculus...

Author(s)
Epstein, H. A. B.
Publisher
Taylor & Francis, Philadelphia, USA
Citation
Journal of Consumer Health on the Internet, 2022, 26, 3, pp 325-331
Abstract

Purpose: This study aimed to (i) investigate the physiological and perceptual responses to two different active video games (AVGs), (ii) compare the physiological and perceptual responses to AVGs with those encountered during classic exercise and daily sedentary routines, and (iii) compare the...

Author(s)
Aygün, C.; Çakir-Atabek, H.
Publisher
Routledge, Philadelphia, USA
Citation
Research Quarterly for Exercise and Sport, 2022, 93, 3, pp 447-456
Abstract

Background: Few children meet physical activity recommendations, partly due to the prevalence of screen-based sedentary activities. Active video game (AVG) play produces light to moderate physical activity. Yet, providing children access to AVG does not increase physical activity, possibly because...

Author(s)
Ufholz, K. E.; Flack, K. D.; Roemmich, J. N.
Publisher
Public Library of Sciences (PLoS), San Francisco, USA
Citation
PLoS ONE, 2022, 17, 6,
Abstract

Aim: To analyze the effect of the use of active video games on young adults on their levels of physical activity. Materials and methods: The exploratory review was carried out on the search strategy with terms such as: Evaluation, test, virtual reality, active video games, effect, sedentary,...

Author(s)
Hoyos Quintero, A. M.; Yusty Garcia, N.; Flor Sandon, V. A.
Publisher
Federacion Espanola de Asociaciones Docentes de Educacion Fisica (FEADEF), San Javier Murcia, Spain
Citation
RETOS - Neuvas Tendencias en Educacion Fisica, Deporte y Recreacion, 2022, 45, pp 888-896
Abstract

Executive functions (EFs) are essential for early childhood development, and effective programs to improve EFs in preschool education are becoming increasingly crucial. There is rising evidence that combined physical-cognitive intervention training utilizing active video games (exergames) could be...

Author(s)
Liu ZeMin; Chen ChuangQi; Fan XianLi; Lin ChenChen; Ye XinDong
Publisher
MDPI AG, Basel, Switzerland
Citation
International Journal of Environmental Research and Public Health, 2022, 19, 12,
Abstract

Introduction. Encouraging young people to exercise is one of the most important issues today, because low levels of physical activity, along with an unbalanced diet, lead to various diseases that will affect the quality of life and work in the future. The purpose of this study is to determine the...

Author(s)
Solomonko, A.; Zanevskyy, I.; Bodnarchuk, O.; Andres, A.; Petryna, R.; Lapychak, I.
Publisher
University of Pitesti, Arges, Romania
Citation
Journal of Physical Education and Sport, 2022, 22, 3, pp 780-785

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