Deakin University
Browse

File(s) under permanent embargo

Active video games - An opportunity for enhanced learning and positive health effects?

journal contribution
posted on 2013-01-01, 00:00 authored by Ralph MaddisonRalph Maddison, L Straker, A Palmeira, M Simons, L Witherspoon, A G Thin
Active video games are an emerging genre of electronic games that provide engaging exercise experiences by combining physical exertion with interactive game play. As such they have attracted increased interest from health promotion professionals to reduce sedentary behavior, increase physical activity, and improve health outcomes such as body composition. However their potential for enhancing the educational experience has not been extensively explored. This paper provides a brief overview of active video game research to date and outlines opportunities for future research. Specifically, we highlight the need to develop a conceptual framework to better understand the determinants, mediators, moderators, and consequences of active video gaming and integrate learning and health outcomes. We
propose that active video games can be a key part of a wider “digital” supportive environment where education and health researchers and professionals work with, rather than against, video game technologies to promote learning and health.

History

Journal

Cognitive technology

Volume

18

Issue

1

Pagination

6 - 13

Publisher

Practical Memory Institute

Location

Gaithersburg, Md.

ISSN

1542-3182

Language

eng

Publication classification

C1.1 Refereed article in a scholarly journal

Copyright notice

[2013, The Authors]

Usage metrics

    Research Publications

    Categories

    No categories selected

    Exports

    RefWorks
    BibTeX
    Ref. manager
    Endnote
    DataCite
    NLM
    DC