Active Video Games: Impacts and Research

Barbara Chamberlin and Ann Maloney

in The Oxford Handbook of Media Psychology

Published in print December 2012 | ISBN: 9780195398809
Published online January 2013 | | DOI:

Series: Oxford Library of Psychology

 Active Video Games: Impacts and Research

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Exergames, or games that encourage physical activity, have several documented benefits for users, including increase of daily physical activity, and the potential for game players to reach moderate and even vigorous levels of activity. In addition to physiological impacts, exergames can affect social and psychosocial attributes, such as interest in exergaming, adherence, and motivation. Although research on this new field is in the early stages, this chapter summarizes research findings, giving particular attention to exergaming’s potential in medical, school, and community programs. Based on that research and on their own experience in working with exergames users, the authors share recommendations on best uses of exergames, design guidelines for exergame developers, and areas for future research.

Keywords: active videogames; classroom; DDR; design; exergame; Kinect; Sony Playstation; Wii; xBox

Article.  13311 words. 

Subjects: Psychology ; Social Psychology

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