Starlux Games creates action-packed games for groups of all ages that get your adrenaline pumping, mind racing and the party GLOWING.
Findings A two-arm, parallel RCT was conducted in overweight or obese children (n???=???322; aged 10???14years) to determine the effect of active video games on body composition. Statistically significant overall treatment effects favouring the intervention group were found for body mass index...
A two-arm, parallel RCT was conducted in overweight or obese children (n = 322; aged 10–14 years) to determine the effect of active video games on body composition. Statistically significant overall treatment effects favouring the intervention group were found for body mass index, body mas...
These games (also known as “exergaming”) have been explored as a way of increasing physical activity and potentially addressing the obesity problem in nondisabled populations [13]. However, to date, limited research has been conducted on the use of AVGs in youth and young adults with ...
active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating ...
A recent study [5] by a group from the Baylor College of Medicine in Houston, Texas, suggests that active video games have no effect on the amount of physical activity in children, compared to non-active games. Eighty four children were recruited, and along with their parents completed surve...
Teens, video games and civics Pew Research Center's Internet & American Life Project; Available at: http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx [accessed 27.06.2016] Google Scholar 6 D. Gentile Pathological video-game use among youth ages 8 to 18. A national ...
The effect of active video games (AVGs) on acute energy expenditure has previously been reported; however, the influence of AVGs on other health-related lifestyle indicators remains unclear. To address this knowledge gap, Active Healthy Kids Canada (AHKC) convened an international group of resear...
This study documented the prevalence of active screen time (i.e., screen time that includes active games, exercise or dance videos, or TV exercise programs) and identified characteristics associated with it among youth 9-18 years of age. This cross-sectional study was conducted on a convenience...
Participants had to complete four puzzle pages (four games per page) to reach the highest number of points possible, as each game had a certain score depending on the difficulty. 2.3.2. Psychosocial Variables Psychosocial variables were collected by means of a closed-ended questionnaire consisting...