Showing posts with label GFH. Show all posts
Showing posts with label GFH. Show all posts

Monday, June 5, 2017

Meta-Analysis of Exergaming on Physical Activity

Although not surprising, a meta-analysis of 11 RCT studies found that  playing exergames was one way to accumulate more physical activity for overweight individuals. Due to the differences in methodologies and inconsistent findings, no relationships were able to be established for patients with Type II diabetes. It does stand to reason that if you want more physical activity that can be done at home, exergaming might be one way to engage the target population and maybe others at home. What interventions need to focus on is the implementation at schools and community to be truly effective for long-lasting results or gateway to other physical activities.






ResultsOf 2845 records, 14 publications (11 studies) met the inclusion criteria. All included studies (ten experimental, cross-sectional laboratory studies and one RCT) were able to show increases in either VO2, EE, HR, or activity counts. However, effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing durations of exergame activity between studies. One of the included studies had a low risk of bias, and three had a high risk of bias; seven studies had an unclear risk of bias as the study description was insufficient. No studies were found investigating the changes in objectively measured PA intensity parameters in patients with type 2 diabetes.

Abstract
Background
The majority of patients with overweight and type 2 diabetes show insufficient levels of daily physical activity (PA) and usually are among the least likely to engage in or adhere to any form of generic PA. Active video games (exergames) may be a solution to motivate these individuals to overcome their sedentary lifestyle.
Objectives
This systematic review was conducted to review the current evidence for the effectiveness of exergaming in overweight and type 2 diabetes mellitus and thus to evaluate the suitability of these games to be used as tools for exercise promotion that meet current PA guidelines.
Methods
We searched electronic bibliographic databases (PubMed, Embase, Web of Science, OpenGrey, and the Cochrane Central Register of Controlled Trials) up to March 2015. Randomized controlled trials (RCT) and cross-sectional studies published in English in a peer-reviewed journal and analyzing the effects of exergames on objectively measured intensity parameters of PA in overweight (body mass index [BMI] ≥25 kg/m2) adults (mean age ≥18 years) with and without type 2 diabetes were included. Study selection, data extraction, and quality assessment were performed independently by two review authors. Primary outcomes included changes in oxygen uptake (VO2), energy expenditure (EE), heart rate (HR), or activity counts. Secondary outcomes were enjoyment of treatment, exercise adherence, ratings of perceived exertion (RPE), changes in body composition, and changes in blood parameters (serum glucose, long-term blood glucose, blood cholesterol, triglycerides, or serum lactate).
Results
Of 2845 records, 14 publications (11 studies) met the inclusion criteria. All included studies (ten experimental, cross-sectional laboratory studies and one RCT) were able to show increases in either VO2, EE, HR, or activity counts. However, effects of exergaming in terms of changes in these intensity parameters varied significantly between game modes and consoles as well as because of the vastly differing durations of exergame activity between studies. One of the included studies had a low risk of bias, and three had a high risk of bias; seven studies had an unclear risk of bias as the study description was insufficient. No studies were found investigating the changes in objectively measured PA intensity parameters in patients with type 2 diabetes.
Conclusion
This review suggests that exergames are able to increase PA among overweight individuals. However, the inconsistent results and the overall poor or moderate methodological quality do not permit judgment on whether exergames are suitable to meet PA guidelines in this target group. The lack of research regarding the effects of exergames in type 2 diabetes indicates a great need for future research.


Effects of Exergaming on Physical Activity in Overweight Individuals


Click here to read more of ExerGame Lab's archived posts involving research studies. 

Wednesday, May 24, 2017

Active gaming benefits brain health #exergaming


There have been some mixed results about the effectiveness of basic brain training games and their impact on cognitive function. In general, we tend to see some low to moderate gains in certain brain processes, but they tend to be short lived and typically specific to the type of testing or assessment used.

In this meta-analysis of RCT, the authors found that across the 17 included studies, exergames were found to improve executive function, attentional processing and visuospatial skills in older people and people with neurocognitive deficits.

Let's get playing!

Abstract
Physically-active video games (‘exergames’) have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g = 0.436, 95% CI = 0.18–0.69, p = 0.001). Significant effects still existed when excluding waitlist-only controlled studies, and when comparing to physical activity interventions. Furthermore, benefits of exergames where observed for both healthy older adults and clinical populations with conditions associated with neurocognitive impairments (all p < 0.05). Domain-specific analyses found exergames improved executive functions, attentional processing and visuospatial skills. The findings present the first meta-analytic evidence for effects of exergames on cognition. Future research must establish which patient/treatment factors influence efficacy of exergames, and explore neurobiological mechanisms of action.
Link:  Study suggests active gaming benefits brain health | Alzheimer's Research UK:

Click here to read more of ExerGame Lab's archived posts involving research studies. 

Monday, May 22, 2017

4Active Exergaming at 2017 FIBO

Finnish company CSE has released their multiplatform exergame system 4Active and it was nominated at 2017 FIBO in the Fitness, Wellness & Health category.

I haven't seen much from this company but it looks like one of their systems uses an XBox Kinect to play some customized games while the other system is a multi-player dance game that doesn't have near the development or player status and feedback like iDance by Postive Gaming.




4Active Exergaming: Trendsport virtual fitness games - FIT FOR FUN:

Click here to read more of ExerGame Lab's archived posts involving dance exergames

Monday, March 24, 2014

Tappy Fit Uses Fitbit Fitness Data for Rewards in Flappy Bird-like Mobile #exergame #GFH

Using Fitbit API and a script,
Aaron Coleman (Small Steps Lab
@SmallStepsLabs) was able pull step data from his Fitbit which could be redeemed within his Flappy Bird-like game (Tappy Fit) as wider gaps between pipes.

Tappy Fit Channels Flappy Bird Addiction Into Fitness Motivation Using Fitbit Data | TechCrunch:

The use of tracking data and having the accumulated steps, motion or points influence how you play a game has been discussed and profiled extensively at the Games for Health Conference (Full Disclosure: I am a Contributor to the Games for Health Project).  Using an alternate fitness tracker like the Fitbit (or any number of the new fitness trackers (Nike+ Fuelband, Garmin, Basis, Withings Pulse, Fitbug, Jawbone, Misfit, Healbe GoBe), the sensors on a mobile device (GPS, accelerometer, gyrometer, WiFi, BT), or other pervasive activity trackers - the potential to impact health supporting behaviors is tremendous.



Exergaming Points 2 Ponder (ExP2P)

  • In the Techcrunch article, Coleman is quoted saying "As for how original this project is, Coleman notes that while there are lots of games that track your fitness and are designed to gamify workouts, this is the only example he can think of that uses your sum total movement over a certain period to influence gameplay after the fact."; however, I would refine that statement by saying that Tappy Fit is probably the first to use Fitbit data to influence gameplay as there have been several examples of physical activity accumulation influencing gameplay in the past. Most notably Zamzee, Zyked, Rhythmatics, ZombieRun 2, Goldwalker, PokeWalker, Fitocracy, and ME2.
  • At the GFH Project we believe that to influence behavior change towards a healthier and more active lifestyle (i.e. population) will come at the intersection of sensors, social networking, health care and games. I have included a slide that was presented at the Continue Alliance Fall Meeting 2010 in Seoul, South Korea.
If you have more examples of devices that capture activity or engagement, that in turn influences a game (mobile or console), please comment below or contact me on Twitter (@syangman).

Click here to read more of ExerGame Lab's archived posts involving Games for Health #GFH
 

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Friday, June 28, 2013

@bensawyer State of Health Games Marketing

Who will be the virtual apothecary? What are the market indicators and conditions that will help drive games development and larger market growth.

Thursday, June 27, 2013

GFH13 Exploring the intersection of videogames + health

Its been an awesome start to the GFH Conference with an incredible line-up of speakers, attendees, and  exhibitors.


With generous support of the Entertainment Software Foundation we are now bringing you two-days of two tracks of Games for Health Conference.
To access these streams live and in archived form.
Click here to explore more of ExerGame Lab's archived posts involving research studies. 

Tuesday, June 12, 2012

Games For Health 2012 Pre-Conference #gfh12

There is lots going on here in Boston for the Annual Games for Health Conference. Here is a feed from all those tweeting out with the #gfh12 hastag and pictures will be uploaded soon as well. Wish you could be here, but if not, you'll get a glimpse of the many (400) people that will be attending the conference over the next 3 days!

Alec Gourley (BitGym Co-Founder) at the Games for Health 2012 in Boston June 13-14, 2012, www.bitgym.com @acgourley
Alec has a long history of athletics and a longer history of video games. When he moved to San Francisco the only regular exercise he could find involved a treadmill, and so he began investigating how to take the best elements of sports and bring it them to cardiovascular machines. Before founding Active Theory he ran Loopt's internal metrics and analytics, worked on a source-code search engine at Krugle and lead a team building an autonomous vehicle at UC Davis.

Doris Rusc from Depaul University demo's Zombie Yoga at Games for Health 2012 in Boston, MA on June 14, 2012.

Exergaming Active Gaming Track at GFH12

This week will be our biggest and best Games for Health Conference in Boston at the Hyatt Harborside. Keep your eyes and twitter feeds open right here at www.exergamelab.org for live updates, videos, and photos of the entire conference including great keynotes and presentations.

Constance Steinkuehler Squire, senior policy analyst for the White House Office of Science and Technology Policy, will discuss the opportunities for videogames to address national challenges, including those in health, health care, and biotechnology. 
Bill Crounse, MD, senior director of worldwide health for Microsoft, will present “Connecting & Kinecting Health and Health Care,” which will explore how Microsoft and its partners are merging its information and game technologies to create global solutions for personal health and professional health care.
Jane McGonigal, New York Times bestselling author and co-founder of SuperBetter Labs, will highlight the design and release of SuperBetter, a game-based social application designed to help people boost personal resilience and lead healthier, longer, and more positive lives. 
Jay Walker, curator and chairman of TEDMED, a global community of people who passionately believe that the future of health and medicine is here, will provide the end-of-conference special guest keynote: “Gaming the System”. 
About Games for Health 
Founded in 2004, the Games for Health Project supports the development of the health games community, champions efforts to mainstream health games, and brings together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy. The Pioneer Portfolio of the Robert Wood Johnson Foundation is a major supporter of both the Games for Health Project and its annual Games for Health Conference. 
About the Robert Wood Johnson Foundation and its Pioneer Portfolio 
The Robert Wood Johnson Foundation focuses on the pressing health and health care issues facing the United States. As the nation’s largest philanthropy devoted exclusively to improving the health and health care of all Americans, the Foundation works with a diverse group of organizations and individuals to identify solutions and achieve comprehensive, meaningful and timely change. Projects in the Pioneer Portfolio are future-oriented and look beyond conventional thinking to explore solutions at the cutting edge of health and healthcare. For more information, visit www.rwjf.org/pioneer.

Wednesday, May 30, 2012

Games For Health 2012 Preview & HHS Webinar

Here is a shortened summary (Storify) of yesterday's HHS Webinar on Games For Health and Serious Games for Improved Health Care. Lots of panelists will also be joining us in Boston in a couple of weeks - so it was great to get a preview into some of the sessions.

Click here to explore more of ExerGame Lab's archived posts involving research studies. 

The 8th Annual Games for Health Conference in Boston, MA at the Hyatt Harboside Hotel is June 12-14 -- under one month away!
Register today at: http://www.regonline.com/gbew2012



Additional Games for Health Keynotes!
Constance Steinkuehler Squire, senior policy analyst for the White House Office of Science and Technology Policy, will discuss the opportunities for videogames to address national challenges, including those in health, health care, and biotechnology.

Bill Crounse, MD, senior director of worldwide health for Microsoft, will present “Connecting & Kinecting Health and Health Care,” which will explore how Microsoft and its partners are merging its information and game technologies to create global solutions for personal health and professional health care.

Jane McGonigal, New York Times bestselling author and co-founder of SuperBetter Labs, will highlight the design and release of SuperBetter, a game-based social application designed to help people boost personal resilience and lead healthier, longer, and more positive lives.


Jay Walker, curator and chairman of TEDMED, a global community of people who passionately believe that the future of health and medicine is here, will provide the end-of-conference special guest keynote: “Gaming the System”.


About Games for Health
Founded in 2004, the Games for Health Project supports the development of the health games community, champions efforts to mainstream health games, and brings together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy. The Pioneer Portfolio of the Robert Wood Johnson Foundation is a major supporter of both the Games for Health Project and its annual Games for Health Conference.


About the Robert Wood Johnson Foundation and its Pioneer Portfolio
The Robert Wood Johnson Foundation focuses on the pressing health and health care issues facing the United States. As the nation’s largest philanthropy devoted exclusively to improving the health and health care of all Americans, the Foundation works with a diverse group of organizations and individuals to identify solutions and achieve comprehensive, meaningful and timely change. Projects in the Pioneer Portfolio are future-oriented and look beyond conventional thinking to explore solutions at the cutting edge of health and healthcare. For more information, visit www.rwjf.org/pioneer.

To see all the latest scheduled sessions please visit:
Our Schedule Block Page

You can also follow us  on Twitter. 

Tuesday, May 29, 2012

Can Video Games Improve Clinical Health? (Review Study)

Researchers asked that question while conducting a meta-analysis on improvements to patient health.  Both #seriousgames and #exergames were identified including the following articles snagged at Research Blogging. Results of the meta-analysis revealed video games can substantially improve outcomes in physical therapy (69%), psychological therapy (59%), getting patients more active (42%) and for pain management (42%). While not saying that video games can improve all areas of health perfectly, the authors conclude...
Despite these limitations, this comprehensive systematic review demonstrates that video games may have potential for improving health in a wide variety of areas, for a variety of sociodemographic groups. This is a valuable finding, particularly given the growing popularity and ubiquity of video games worldwide. To most effectively assess the potential benefits of video games for health, it will be important for further research to utilize (1) RCT methodology when appropriate; (2) longer follow-up duration; (3) improved measures of quality, such as randomization and blinding; and (4) standardized measurement tools and careful attention to the quality of outcome measures.
  • Primack BA, Carroll MV, McNamara M, Klem ML, King B, Rich M, Chan CW, & Nayak S (2012). Role of video games in improving health-related outcomes: a systematic review. American Journal of Preventive Medicine, 42 (6), 630-8 PMID: 22608382
  • Murphy EC, Carson L, Neal W, Baylis C, Donley D, & Yeater R (2009). Effects of an exercise intervention using Dance Dance Revolution on endothelial function and other risk factors in overweight children. International journal of pediatric obesity : IJPO : an official journal of the International Association for the Study of Obesity, 4 (4), 205-14 PMID: 19922034
  • Howcroft J, Klejman S, Fehlings D, Wright V, Zabjek K, Andrysek J, & Biddiss E (2012). Active Video Game Play in Children With Cerebral Palsy: Potential for Physical Activity Promotion and Rehabilitation Therapies. Archives of Physical Medicine and Rehabilitation PMID: 22571917
  • Ni Mhurchu C, Maddison R, Jiang Y, Jull A, Prapavessis H, & Rodgers A (2008). Couch potatoes to jumping beans: a pilot study of the effect of active video games on physical activity in children. The International Journal of Behavioral Nutrition and Physical Activity, 5 PMID: 18257911
Click here to explore more of ExerGame Lab's archived posts involving research studies. 
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Friday, May 14, 2010

Games for Health & Games Beyond Entertainment Week 2010 (#GFH2010)


Preparing for Games for Health 2010 on 12seconds.tv



Just recorded a 12 Seconds clip and posted it to Twitter about the Games for Health Conference in Boston, which will be part of the Games Beyond Entertainment Week and encompass Serious Games Festival & Conference, Out & About : The Mobile Serious Games Conference, 3rd Annual Games Accessibility Day, 3rd Annual Virtual Worlds & Health Day, Emerging Markets in Videogames Symposium, Serious Games Design & Development Bootcamp, and iPhone Design & Production Bootcamp. This is probably the biggest and most developed set of symposiums and bootcamps regarding Serious Games and Games For Health ever and we are all getting psyched for the many presentations, but more importantly the chance to meet up with colleagues and network like crazy!




In less than a week, we will putting the wraps on the biggest and best Games for Health Conference in  Boston, MA. With 6 different tracks including ExerGaming/Active Gaming, Games for Sensorimotor Rehab, Cognitive & Emotional Health and more, there will be plenty to see and do. Be sure to follow me on Twitter (@syangman) and this blog for more exciting details of the G4H 2010 and be sure to use the hashtag #GFH2010. Check out some highlights from last year’s conference and many of the great speakers we had lined up. 

This year’s line-up is massive especially with Dr. Richard Marks giving the Keynote on Opening Day. His talk called “The Mind-Body Experience of Sony Move: Relationships between Gaming, Play, Exercise, and More!” will explore the many hurdles Sony's developers faced trying to follow-up on the success of EyeToy and adding new peripherals for improved game-play.

Get pumped for the GFH 2010 & Games Beyond Entertainment Week May 24-27, 2010 in Boston.


Here are some photos from last year's incredible conference.

The Games for Health Project - Sixth Annual Games for Health Conference
Our biggest and most advance event ever promises to provide great insight to the growing worlds of exergaming/active games, health training games, disease management efforts, and much much more.  
Our conference platform provides attendees with great content, important networking opportunities, and a focus on providing opportunities to develop new projects and improve existing efforts.   In 2010 we are adding more defined and community led tracks and concentrating on greatly improving exhibits and non-session oriented content and activity.  
Our full schedule will be available later in 2010 but you can see the planned schedule outline now here

Thursday, May 6, 2010

Games For Health 2010 Psych-Up and Sock-Hop

DSC00360 In less than 3 weeks we will putting the wraps on the biggest and best Games for Health Conference in Boston, MA. With 6 different tracks including ExerGaming/Active Gaming, Games for Sensorimotor Rehab, Cognitive & Emotional Health and more, there will be plenty to see and do. Be sure to follow me on Twitter (@syangman) and this blog for more exciting details of the G4H 2010 and be sure to use the hastag #GFH2010. Check out some highlights from last year’s conference and many of the great speakers we had lined up. 

This year’s line-up is massive especially with Dr. Richard Marks giving the Keynote on Opening Day. His talk called “The Mind-Body Experience of Sony Move: Relationships between Gaming, Play, Exercise, and More!” will explore the many hurdles Sony's developers faced trying to follow-up on the success of EyeToy and adding new peripherals for improved game-play.
Get pumped for the G4H10 & Games Beyond Entertainment Week May 24-27, 2010 in Boston.

Friday, April 23, 2010

Bayer Launches Diabetes Management Game for Nintendo DS

DIDGET is a fully functional blood glucose monitor, and does not require a Nintendo DS to operate. The device reads and records blood sugar concentration levels determined by Bayer's prescription CONTOUR test strips. When connected to the Game Boy Advance cartridge slot on Nintendo DS and DS Lite systems DIDGET converts blood glucose test results into reward points.


[Via Serious Games Source Bayer Launches Diabetes Management Game for Nintendo DS"]

Friday, April 16, 2010

Health Games Research Database goes live

The Robert Woods Johnson Foundation sponsored Health Games Research Database has finally gone live and now lists  "information in the health games field related to games, publications, resources, organizations, and more.  Hundreds of health games are included."

Wednesday, February 24, 2010

Swinxs = Console-free ExerGaming


Finally after 2 years of waiting we now can play Swinxs in the US.  I blogged about it a couple of years ago and now for $150 dollars you can get up to 10 kids playing 26 games indoors or outdoors without being tied to a TV. Play Swinxs outside or inside using the bracelets and console (RFID ) and attach to any PC to share games and scores online. I had my students using the Hyper Dash product for a while so it would be neat to see how Swinxs compares.


Thursday, October 1, 2009

Serious "Fun" Games @ KSF 2009

Here is my presentation from #KSF2009 - Korea Serious Games Festival in Seoul last week.


And here are some more pictures from the tremendous opening ribbon-cutting ceremony. The Korean government has committed over $60 million dollars to supporting the digital arts, games, and content mostly within the province of Gyongi. They are opening a $20 million dollar facility to support these industries as well as education, software and hardware development. Now that's commitment. Play On Korea!

Friday, August 14, 2009

Are you GameFit? The GameFit Cross Trainer Exercise Device (#G4H09 Wrap-up)

Meeting VisionQuest International CEO Brent Meldeau at the 2009 Games for Health Conference in Boston was great as he was able to explain to me how their upcoming GameFit Cross Trainer will be a disruptive technology in the exercise and gaming world. As previously mentioned, the company is looking to have working prototypes at next year's 2010 Games for Health conference in Boston and hopefully into the hands of some early beta-testers.

Essentially the GameFit Cross Trainer is two aerobic steps attached to a concave slide board which will first interface with its own games then hopefully get ported over to the Wii platform to start. The sensors in the GameFit can be used in one of three ways; 1) steps sensors alone, 2) slide sensors alone, or 3) step and slide sensors together. Besides the obvious low-impact nature of sliding, the cardiovascular benefits can be quite substantial if done for the correct Frequency-Intensity-Time-and Type (FITT). The GameFit Cross Trainer will weigh in around 30 lbs and be over 8 feet long, but will fold easily and have handles. I have no idea what the game-play will be or look like but once I find out I will update the blog.

Can the GameFit Cross Trainer capture the elusive market of whole-body gaming controllers that are fun to play and provide awesome health benefits?

Listen to Brent's response to "What is the GameFit Cross Trainer?"

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Listen to Brent's response to "When will GameFit Cross Trainer be seen in public?"

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Listen to Brent's response to "What platforms are you planning to build for or will it be a stand-alone device (plug and play)?"

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Fore more information, be sure to check the GameFit link in this blog archive. If you need more information on the research and partnerships being created in the Exergame Lab, please contact Stephen Yang at the exergamelab@gmail.com.

Sensi Karate Bears: Kata Your Way To Health (#G4H09 Wrap-up)


Big John Games attended the 2009 Games for Health Conference in Boston, MA this past June. Ken Patterson, CEO demonstrated their early prototype for their new WiiWare game "Karate Bears" a game designed to actually teach you correct karate moves using the WiiMote and Nunchuk. Check back soon for the videos of an early version of the software.

BJG also showcased their 2007 release "Soccer Blast" which I believe was a PS2 release that incorporated a DDR pad to play an an oversized-ball game sort of like soccer but also very reminiscent of Omnikin Ball.
And here is the rest of it.

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