
Mediators of physical activity between standard exercise and exercise video games.
Author(s) -
Beth C. Bock,
Shira Dunsiger,
Joseph T. Ciccolo,
Eva R. Serber,
WenChih Wu,
Marie A. Sillice,
Bess H. Marcus
Publication year - 2019
Publication title -
health psychology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.548
H-Index - 164
eISSN - 1930-7810
pISSN - 0278-6133
DOI - 10.1037/hea0000791
Subject(s) - psycinfo , psychosocial , psychology , psychological intervention , univariate analysis , physical therapy , clinical psychology , intervention (counseling) , multivariate analysis , medicine , medline , psychiatry , political science , law
Exercise video games (EVGs) may offer an attractive, sustainable alternative or supplement to traditional modes of exercise. Understanding the psychosocial factors that influence the appeal of EVGs is important for improving the efficacy of video games as a method of promoting the uptake and long-term maintenance of physical activity.