After considering the exponential spread of new technologies that have led to the uncontrolled use of video games and mobile devices that are ubiquitous and difficult to deny among children and adolescents, there is more and more awareness on the consequent problems of inactivity and increase in childhood obesity Because of this. This is why experts have focused more attention on how to positively influence both the type of digital video games used and the purpose for which children play with them. The “Exergames” topic has been discussed as a possible tool to influence the experience of time on screen during childhood. This work derives from a bibliographical research on “Exergames” and their potential, conducted between 2010 and 2018 with an age ranging from 6 to 12 years, after evaluating whether this type of video games is less suitable to replace the traditional physical activity
Active video games (AVGS) during childhood: role of the exergames and their impact on physical activity
Valentini, Manuela
;
2020
Abstract
After considering the exponential spread of new technologies that have led to the uncontrolled use of video games and mobile devices that are ubiquitous and difficult to deny among children and adolescents, there is more and more awareness on the consequent problems of inactivity and increase in childhood obesity Because of this. This is why experts have focused more attention on how to positively influence both the type of digital video games used and the purpose for which children play with them. The “Exergames” topic has been discussed as a possible tool to influence the experience of time on screen during childhood. This work derives from a bibliographical research on “Exergames” and their potential, conducted between 2010 and 2018 with an age ranging from 6 to 12 years, after evaluating whether this type of video games is less suitable to replace the traditional physical activityI documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.