Activity-promoting gaming systems in exercise and rehabilitation
Author(s) -
Matthew J. Taylor,
Darren McCormick,
Teshk Shawis,
Rebecca Impson,
Murray Griffin
Publication year - 2011
Publication title -
the journal of rehabilitation research and development
Language(s) - English
Resource type - Journals
eISSN - 1938-1352
pISSN - 0748-7711
DOI - 10.1682/jrrd.2010.09.0171
Subject(s) - rehabilitation , dance , context (archaeology) , physical activity , physical medicine and rehabilitation , work (physics) , psychology , human–computer interaction , computer science , multimedia , physical therapy , medicine , engineering , art , paleontology , mechanical engineering , literature , biology
Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
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