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Updated: Apr 7, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames
Ann E Maloney1, Robin Mellecker2, Richard Buday3
11 Departments of Psychiatry and Pediatrics, University of Massachusetts School of Medicine , Worcester, Massachusetts.
Abstract:
Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.
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