Activity-promoting gaming systems in exercise and rehabilitation
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Published on: March 8, 2018
Matthew J D Taylor1, Darren McCormick, Teshk Shawis
1Centre for Sports and Exercise Science, University of Essex, Wivenhoe Park, Colchester, Essex, UK. mtaylor@essex.ac.uk
Abstract:
Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
