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

    194973_100932_Active_Video_Games.pdf (223.8Kb)
    Access Status
    Open access
    Authors
    Maddison, R.
    Simons, M.
    Straker, Leon
    Witherspoon, L.
    Palmeira, A.
    Thin, A.
    Date
    2013
    Type
    Journal Article
    
    Metadata
    Show full item record
    Citation
    Maddison, Ralph and Simons, Monique and Straker, Leon and Witherspoon, Lisa and Palmeira, Antonio and Thin, Alasdair G. 2013. Active video games: An opportunity for enhanced learning and positive health effects? Cognitive Technology Journal. 18 (1): pp. 6-13.
    Source Title
    Cognitive Technology
    ISSN
    1091-8388
    Remarks

    Journal website: http://www.cognitivetechnologyjournal.com/

    URI
    http://hdl.handle.net/20.500.11937/39248
    Collection
    • Curtin Research Publications
    Abstract

    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.

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