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Activity-promoting gaming systems in exercise and rehabilitation
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
Journal of Rehabilitation Research and Development
|January 12, 2012
Summary
Activity-promoting gaming systems like the Nintendo Wii encourage exercise and aid rehabilitation. This review explores their role in increasing physical activity and supporting recovery from injuries.
Area of Science:
- Sports Science
- Rehabilitation Medicine
- Human-Computer Interaction
Background:
- Commercial gaming systems can promote physical activity.
- Examples include Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect.
- These systems utilize player movement for gameplay control.
Purpose of the Study:
- To review activity-promoting gaming systems.
- To examine their application in exercise and rehabilitation.
- To discuss their role in injury recovery.
Main Methods:
- Literature review of activity-promoting gaming systems.
- Analysis of systems in exercise and rehabilitation contexts.
- Exploration of benefits for sedentary individuals and clinical settings.
Main Results:
- Gaming systems offer an engaging method for increasing physical activity.
- They show potential as tools for physical rehabilitation.
- Evidence suggests efficacy in both sedentary populations and clinical recovery.
Conclusions:
- Activity-promoting gaming systems are valuable tools for exercise.
- They can significantly aid in injury rehabilitation.
- Further research can optimize their use in health and wellness.
