Volume 48 Number 10, 2011
Pages 1138 — 1137
Matthew J. D. Taylor, PhD;1* Darren McCormick, BSc;1 Teshk Shawis, MBChB, FRCP;2 Rebecca Impson, MSc;2 Murray Griffin, PhD1
Centre for Sports and Exercise Science, University of Essex, Colchester, Essex, UK; 2
Care of the Elderly, Colchester Hospital University Foundation Trust, Colchester, Essex, UK
Abstract???Commercial activity-promoting gaming systems
provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
Key words: activity-promoting, Dance Dance Revolution,
exercise, falls, games, gaming systems, injury, Nintendo Wii, rehabilitation, Sony EyeToy, Xbox Kinect.
Contents Vol. 48, No. 10
This article and any supplementary material should be
cited as follows:
Taylor MJ, McCormick D, Shawis T, Impson R, Griffin M. Activity-promoting gaming systems in exercise and rehabilitation. J Rehabil Res Dev. 2011;48(10):1171???86.
Last Reviewed or Updated
Tuesday, March 20, 2012 11:23 AM