Muscle activation during Exergame playing

Soltani, Pooya and Vilas-Boas, João Paulo (2016) Muscle activation during Exergame playing. In: Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice. IGI-Global, Hershey, PA, pp. 312-341. ISBN 9781466695221

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Official URL: https://doi.org/10.4018/978-1-4666-9522-1.ch015

Abstract

Exergames may provide low-cost solutions for playing, training and rehabilitation. Exergame user research (EUR), studies the interaction between an Exergame and users, in order to provide feedback for game developers and safe and meaningful gameplay. Detailed evaluations and a coding system based on muscle activation levels are necessary to characterize Exergames. This is important when it comes to use exergames in purposes other than fun. The purpose of this chapter was to characterize the muscle activation during a swimming Exergame as an example and to compare the level of activation during different conditions. Healthy subjects played bouts of Exergame using Xbox360 and Kinect. Muscle activation was monitored for desired muscles on dominant upper limb using wireless electromyographic system. Preliminary resutls showed that upper trapezius was the most active muscle in all techniques. An investigation of muscular coordination was also conducted to provide an activation sequences of studied muscles. Results can provide insights for practitioners to have a baseline on application of exergames in their routines.

Item Type: Book Section
Subjects: Q Science > QP Physiology
Divisions: Institutes and Academies > Wales Institute for Science & Art (WISA)
Depositing User: Dr. Pooya Soltani
Date Deposited: 16 Apr 2020 14:47
Last Modified: 16 Apr 2020 14:47
URI: http://repository.uwtsd.ac.uk/id/eprint/1237

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