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GrabApple: The Design of a Casual Exergame
3 references·8 citing·34 second hop
GrabApple: The Design of a Casual Exergame (2011)GrabApple: The Design of a Casual ExergameHeart rate control of exercise video games (2009)Heart rate control of exercis…Using games to increase exercise motivation (2007)Using games to increase exerc…Considerations for the design of exergames (2007)Considerations for the design…Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation (2020)Serious Motion-Based Exercise…Effect of Active Video Games on Healthy Children’s Fundamental Motor Skills and Physical Fitness: A Systematic Review (2020)Effect of Active Video Games …Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition (2019)Hop.Skip.Jump.Games: The effe…Gameplay as Exercise (2016)Gameplay as ExerciseUbiquitous Computing at its best: Serious exercise games for older adults in ambient assisted living environments – a technology acceptance perspective (2015)Ubiquitous Computing at its b…Designing for Exertion (2015)Designing for ExertionDesigning Games to Discourage Sedentary Behaviour (2014)Designing Games to Discourage…The MINWii project: Renarcissization of patients suffering from Alzheimer’s disease through video game-based music therapy (2012)The MINWii project: Renarciss…Full-body motion-based game interaction for older adults (2012)What is Missing inp< .05? Effect Size (1991)Movement-based sports video games: Investigating motivation and gaming experience (2009)HIIT With Hits (2019)Beyond boredom and anxiety (1975)What makes things fun to learn? heuristics for designing instructional computer games (1980)GameFlow (2005)Taxonomy of exertion games (2008)Serious games for health (2010)Role-Identity Salience (1985)A Meta-Analytic Review of the Theories of Reasoned Action and Planned Behavior in Physical Activity: Predictive Validity and the Contribution of Additional Variables (2002)Health Promotion by Social Cognitive Means (2004)Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy (2016)Group decision and social change. (2004)Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Effect of Music Therapy on Anxiety and Depression in Patients with Alzheimer’s Type Dementia: Randomised, Controlled Study (2009)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Motivating Physical Exercise in the Elderly with Mixed Reality Experiences (2020)Constraints on the Development of Coordination (1986)Rules of Play: Game Design Fundamentals (2003)A Motivational Model of Video Game Engagement (2010)A Skill Acquisition Perspective on the Impact of Exergaming Technology on Foundational Movement Skill Development in Children 3–12 Years: A Systematic Review and Meta-analysis (2022)Self-efficacy mechanism in human agency. (1982)Broken Limits to Life Expectancy (2002)Handbook of Competence and Motivation (2013)Categorizing digital data collection and intervention tools in health and wellbeing living lab settings: A modified Delphi study (2024)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)The Cochrane Collaboration's tool for assessing risk of bias in randomised trials (2011)Impact and Implementation of an Early Years Fundamental Motor Skills Intervention for Children 4–5 Years (2024)Games as neurofeedback training for children with FASD (2013)Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames (2014)"Let's Get Physiological, Physiological!" (2020)
this work references cited by second hop

References

  • 2007Considerations for the design of exergames371 cited
  • 2007Using games to increase exercise motivation194 cited
  • 2009Heart rate control of exercise video games106 cited

Cited by

  • 2012The MINWii project: Renarcissization of patients suffering from Alzheimer’s disease through video game-based music therapy51 cited
  • 2015Designing for Exertion48 cited
  • 2016Gameplay as Exercise38 cited
  • 2019Hop.Skip.Jump.Games: The effect of “principled” exergameplay on children's locomotor skill acquisition35 cited
  • 2020Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation33 cited
  • 2020Effect of Active Video Games on Healthy Children’s Fundamental Motor Skills and Physical Fitness: A Systematic Review32 cited
  • 2014Designing Games to Discourage Sedentary Behaviour29 cited
  • 2015Ubiquitous Computing at its best: Serious exercise games for older adults in ambient assisted living environments – a technology acceptance perspective20 cited

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