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Abstract

Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one of the main causes of the high levels of obesity observed in today's society; Methods: The present study aims to analyse the effect of a 12-week intervention program based on the application of ...

Author(s)
Zurita-Ortega, F.; Chacón-Cuberos, R.; Castro-Sánchez, M.; Gutiérrez-Vela, F. L.; González-Valero, G.
Publisher
MDPI AG, Basel, Switzerland
Citation
International Journal of Environmental Research and Public Health, 2018, 15, 7, pp 1329
Abstract

That has triggered what is known as "technological sedentary lifestyle", which has generated a high level of youthful sedentary lifestyle that must be fought through physical practice. This is where the active video games appear as a tool that complements the physical activity carried out, but...

Author(s)
Ramírez-Granizo, I. A.; Fernández-Revelles, A. B.; Padial-Ruz, R.; Espejo-Garcés, T.; García-Martínez, I.
Publisher
Didactic Association Andalucia Scientific Section, Martos, Spain
Citation
Journal of Sport and Health Research, 2018, 10, Suppl. 1, pp 117-124
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

Recent research on exercise with virtually present partners found that encouragement attenuated the Köhler effect, which boosts task motivation for weaker group members in conjunctive tasks. The current study replicated and extended previous research, comparing exclusive (e.g. "you can do it") and...

Author(s)
Max, E. J.; Feltz, D. L.; Kerr, N. L.; Wittenbaum, G. M.
Publisher
Taylor & Francis, Abingdon, UK
Citation
International Journal of Sport and Exercise Psychology, 2018, 16, 3, pp 261-275
Abstract

Objective: To compare the effects of active video game-based (AVG) physical activity program with aerobic exercise on cognitive performance among healthy older adults. Methods: Individuals of both sexes, aged 55 years or older, were randomly assigned to either AVG group and aerobic exercise group...

Author(s)
Guimaraes, A. V.; Barbosa, A. R.; Meneghini, V.
Publisher
University of Pitesti, Arges, Romania
Citation
Journal of Physical Education and Sport, 2018, 18, 1, pp 203-209
Abstract

The aimed of this study was to verify the effect of a motor intervention program with exergames in children with risk and significant movement difficulty. 18 sessions of 45 minutes were performed. The MABC-2 battery was used to identify children at risk and motor difficulty. In the pre-test, in the ...

Author(s)
Medeiros, P. de; Santos, J. O. L. dos; Capistrano, R.; Carvalho, H. P.; Beltrame, T. S.; Cardoso, F. L.
Publisher
Colégio Brasileiro de Ciências de Esporte, Porto Alegre, Brazil
Citation
Revista Brasileira de Ciências do Esporte, 2018, 40, 1, pp 87-93
Abstract

This study describes high school students' use of smart technology to enhance leisure-time physical activity. Participants included 109 students who completed an informational survey comprised of questions examining non-school sport and physical activity hours, daily video game hours, and use of...

Author(s)
Martin, N. J.; Schmick, A. M.
Publisher
Sagamore Publishing, Urbana, USA
Citation
Physical Educator, 2018, 75, 3, pp unpaginated
Abstract

Background: Higher cognitive function in childhood is associated with healthier behaviours and a reduced risk of chronic disease in adulthood, but it is unclear whether this selection of healthier behaviours occurs in childhood or later in life. The present study investigated how cognitive function ...

Author(s)
Aggio, D.; Smith, L.; Hamer, M.
Publisher
BMJ Publishing Group, London, UK
Citation
Journal of Epidemiology & Community Health, 2018, 72, 1, pp 41-46
Abstract

The purpose of this study was to describe fifth grade students' physical activity (PA) while playing a dance-based video game, Just Dance 4, and to examine the influence direct feedback about their performance had on their level of activity. Twenty-seven students in the 5th grade from an elementary ...

Author(s)
Reynolds, C.; Benham-Deal, T.; Jenkins, J. M.; Wilson, M.
Publisher
Sagamore Publishing, Urbana, USA
Citation
Physical Educator, 2018, 75, 1, pp unpaginated
Abstract

Objective: To present a systematization proposal for the use of EXGs aiming at its use in community groups. Methods: The instruments that will be used to carry out the intervention will be: a console with motion sensor, dance games, projection equipment, amplified speakers, table and adhesive tapes ...

Author(s)
Couto, J. de O.; Gueiros, M. M.; Santos, C. K. A. dos; Silva, R. J. dos S.
Publisher
Universidade Federal do Triãngulo Mineiro, Uberaba, Brazil
Citation
Arquivos de Ciências do Esporte, 2017, 5, 2, pp 28-29

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