z-logo
open-access-imgOpen Access
EXERGAMES E DIDATTICA DELLE ATTIVITÀ MOTORIE E SPORTIVE
Author(s) -
Gennaro Raiola,
A. Di Tore
Publication year - 2012
Publication title -
european journal of sustainable development
Language(s) - English
Resource type - Journals
eISSN - 2239-6101
pISSN - 2239-5938
DOI - 10.14207/ejsd.2012.v1n2p221
Subject(s) - context (archaeology) , physical education , balance (ability) , psychology , physical activity , multimedia , motor skill , control (management) , computer science , human–computer interaction , applied psychology , physical medicine and rehabilitation , mathematics education , medicine , developmental psychology , artificial intelligence , paleontology , biology , neuroscience
The term "exergames" refers to a category of video games in which theinteraction is not based only on hand-eye coordination, but on the whole body, throughthe use of non-standard controllers, like Nintendo Wiimote or Balance Board andMicrosoft Kinect sensor. The exergames were immediately hailed as a welcomedevelopment, for the contribution they offer as a weapon against a sedentary lifestyle andthe level of user involvement, which adds to the traditional value of video games theattractiveness of natural interfaces. The current trend is to consider how the exergamespresent many potential advantages in the context of physical education and wellnesspromotion of. However, the current generation of exergames is not designed specificallyto support teaching of motor activities or rehabilitation. There are no products that cancount on the basis of a robust theoretical framework and that are oriented to theacquisition of specific motor skills, for use in physical education teaching andrehabilitation.Knowledge of basic mechanisms of motor control and of dynamics connected tomotor skills learning may be the theoretical support to the design and development ofexergames.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here