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ARTICLES

Can Exergames Impart Health Messages? Game Play, Framing, and Drivers of Physical Activity Among Children

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Nicholas Eng, Yuan Sun & Jessica Gall Myrick. (2023) Who is your Fitspiration? An Exploration of Strong and Weak Ties with Emotions, Body Satisfaction, and the Theory of Planned Behavior. Health Communication 38:7, pages 1477-1489.
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Benjamin J. Li, Rabindra Ratan & May O. Lwin. (2022) Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning. Behaviour & Information Technology 41:7, pages 1529-1543.
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Kiran Ijaz, Naseem Ahmadpour, Yifan Wang & Rafael A. Calvo. (2020) Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment. International Journal of Human–Computer Interaction 36:13, pages 1195-1204.
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Sky LaRell Anderson. (2019) Crafting Courses as Game Spaces: Examining Video Games Classes in Communication. Communication Studies 70:3, pages 277-294.
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May O. Lwin, Shirley S. Ho, Jung Younbo, Theng Yin Leng, Reidinar J. Wardoyo & Kim Hyo Jung. (2016) Effects of Exergaming and Message Framing in School Environments on Physical Activity Attitudes and Intentions of Children and Adolescents. Journal of Health Communication 21:9, pages 969-978.
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Articles from other publishers (17)

Aurelie Goncalves, Florence Lespiau, Gaëtan Briet, Eugénie Vaillant-Coindard, Angèle Palermo, Elsa Decobert, Nathan Allegret-Bourdon & Elodie Charbonnier. (2023) Exploring the use of a learn-based exergame to enhance physical literacy, soft skills, and academic learnings in school-age children: a pilot study. (Preprint). JMIR Serious Games.
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Lucas Murrins Marques, Pedro Makoto Uchida & Sara Pinto Barbosa. (2023) The impact of Exergames on emotional experience: a systematic review. Frontiers in Public Health 11.
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Sidney Grosprêtre, Philémon Marcel‐Millet, Pauline Eon & Bettina Wollesen. (2023) How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study. Cognitive Science 47:4.
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Lisa Röglin, Oliver Stoll, Kerstin Ketelhut, Anna Lisa Martin-Niedecken & Sascha Ketelhut. (2023) Evaluating Changes in Perceived Enjoyment throughout a 12-Week School-Based Exergaming Intervention. Children 10:1, pages 144.
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Valérian Cece, Cédric Roure, Patrick Fargier & Vanessa Lentillon-Kaestner. (2023) L’effet des jeux vidéo actifs sur les élèves en éducation physique et sportive : une revue systématique. Movement & Sport Sciences - Science & Motricité:119, pages 29-45.
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Xusen Cheng, Shuang Zhang, Shixuan Fu, Wanxin Liu, Chong Guan, Jian Mou, Qiongwei Ye & Caiming Huang. (2022) Exploring the metaverse in the digital economy: an overview and research framework. Journal of Electronic Business & Digital Economics 1:1/2, pages 206-224.
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Bettina Wollesen, Hermann Müller & Claudia Voelcker-Rehage. 2022. Handbook of Human Multitasking. Handbook of Human Multitasking 347 397 .
Mostafa Al-Emran, Andrina Granić, Mohammed A. Al-Sharafi, Nisreen Ameen & Mohamed Sarrab. (2020) Examining the roles of students' beliefs and security concerns for using smartwatches in higher education. Journal of Enterprise Information Management 34:4, pages 1229-1251.
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Jiahui Lu, Anita Sheldenkar & May Oo Lwin. (2020) A decade of antimicrobial resistance research in social science fields: a scientometric review. Antimicrobial Resistance & Infection Control 9:1.
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Sabrina Ferreira de Oliveira, Mariana Gurian Manzini, Mirela de Oliveira Figueiredo & Claudia Maria Simões Martinez. (2020) Sources of self-efficacy for motor learning in children: systematic literature review in clinical trials. Revista Brasileira de Cineantropometria & Desempenho Humano 22.
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Cesar Augusto Otero Vaghetti, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui & Silvia Silva da Costa Botelho. (2018) Exergames Experience in Physical Education: A Review. Physical Culture and Sport. Studies and Research 78:1, pages 23-32.
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Michelle I. Jongenelis, Maree Scully, Belinda Morley, Iain S. Pratt & Terry Slevin. (2018) Physical activity and screen-based recreation: Prevalences and trends over time among adolescents and barriers to recommended engagement. Preventive Medicine 106, pages 66-72.
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Shirley S. Ho, May O. Lwin, Jeremy R.H. Sng & Andrew Z.H. Yee. (2017) Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames. Computers in Human Behavior 72, pages 381-389.
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Anni Pakarinen, Heidi Parisod, Jouni Smed & Sanna Salanterä. (2017) Health game interventions to enhance physical activity self-efficacy of children: a quantitative systematic review. Journal of Advanced Nursing 73:4, pages 794-811.
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Duika Burges Watson, Jean Adams, Liane B. Azevedo & Catherine Haighton. (2016) Promoting physical activity with a school-based dance mat exergaming intervention: qualitative findings from a natural experiment. BMC Public Health 16:1.
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Benjamin J. Li & May O. Lwin. (2016) Player see, player do: Testing an exergame motivation model based on the influence of the self avatar. Computers in Human Behavior 59, pages 350-357.
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Liane B Azevedo, Duika Burges Watson, Catherine Haighton & Jean Adams. (2014) The effect of dance mat exergaming systems on physical activity and health – related outcomes in secondary schools: results from a natural experiment. BMC Public Health 14:1.
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