Assessing the effects of a full-body motion-based exergame in virtual reality

Author:

Xu Wenge1,Liang Hai-Ning1,Yu Yifan1,Monteiro Diego1,Hasan Khalad2,Fleming Charles1

Affiliation:

1. Xi'an Jiaotong-Liverpool University, Suzhou, China

2. University of British Columbia Okanagan, Kelowna, Canada

Publisher

ACM Press

Reference27 articles.

1. J. A. Anguera, J. Boccanfuso, J. L. Rintoul, O. Al-Hashimi, F. Faraji, J. Janowich, E. Kong, Y. Larraburo, C. Rolle, E. Johnston, and A. Gazzaley. 2013. Video game training enhances cognitive control in older adults. Nature 501, 7465: 97--101.

2. Bruce W. Bailey. 2011. Energy Cost of Exergaming: A Comparison of the Energy Cost of 6 Forms of Exergaming. Archives of Pediatrics & Adolescent Medicine 165, 7: 597.

3. Rosa M. Baños, Patricia Escobar, Ausias Cebolla, Jaime Guixeres, Julio Alvarez Pitti, Juan Francisco Lisón, and Cristina Botella. 2016. Using Virtual Reality to Distract Overweight Children from Bodily Sensations During Exercise. Cyberpsychology, Behavior, and Social Networking 19, 2: 115--119.

4. Soumya C. Barathi, Eamonn O'Neill, Christof Lutteroth, Daniel J. Finnegan, Matthew Farrow, Alexander Whaley, Pippa Heath, Jude Buckley, Peter W. Dowrick, Burkhard C. Wuensche, and James L. J. Bilzon. 2018. Interactive Feedforward for Improving Performance and Maintaining Intrinsic Motivation in VR Exergaming. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18, 1--14.

5. Chandramallika Basak, Walter R. Boot, Michelle W. Voss, and Arthur F. Kramer. 2008. Can Training in a Real-Time Strategy Videogame Attenuate Cognitive Decline in Older Adults? Psychology and aging 23, 4: 765--777.

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