Soltani, Pooya and Vilas-Boas, João Paulo (2017) Sport Exergames for Physical Education. In: Encyclopedia of Information Science and Technology, Fourth Edition. IGI Global, Hershey, PA, pp. 7358-7367. ISBN 9781522522553
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Abstract
Sports active video games (exergames) are accessible forms of physical activity which might also be used in physical education (PE) curriculum. The purpose of this book chapter is to firstly, review some of the relevant applications of sports exergames for inclusion in PE and secondly, to characterize one of these games (swimming) from different aspects of biomechanics, physiology, and psychology. We compared movement patterns, muscle activation, energy expenditure, enjoyment, usability, and game experience in participants with different performing levels (real-swimmers vs. non-swimmers, experienced vs. novice) and gender. Understanding these parameters may help in the development of more realistic sports exergames and meaningful gameplay and may give PE teachers a better idea of the inclusion of such games in their practice.
Item Type: | Book Section |
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Subjects: | L Education > L Education (General) T Technology > T Technology (General) |
Divisions: | Institutes and Academies > Wales Institute for Science & Art (WISA) > Academic Discipline: Applied Computing |
Depositing User: | Dr. Pooya Soltani |
Date Deposited: | 16 Apr 2020 14:34 |
Last Modified: | 11 Sep 2024 17:01 |
URI: | https://repository.uwtsd.ac.uk/id/eprint/1236 |
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