Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames

Ann E. Maloney, Robin Mellecker, Richard Buday, Zan Gao, Trina Hinkley, Laura Esparza, Shirley Alexander

Research output: Contribution to journalArticlepeer-review

9 Scopus citations

Abstract

Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.

Original languageEnglish (US)
Pages (from-to)53-57
Number of pages5
JournalGames for Health Journal
Volume4
Issue number1
DOIs
StatePublished - Feb 1 2015

Bibliographical note

Publisher Copyright:
© Copyright 2015, Mary Ann Liebert, Inc. 2015.

Fingerprint

Dive into the research topics of 'Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames'. Together they form a unique fingerprint.

Cite this