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dc.contributor.authorGonzález-González, Carina
dc.contributor.authorGómez del Río, Nazaret
dc.contributor.authorNavarro-Adelantado, Vicente
dc.date2018-09
dc.date.accessioned2022-01-31T10:26:29Z
dc.date.available2022-01-31T10:26:29Z
dc.identifier.issn1989-1660
dc.identifier.urihttps://reunir.unir.net/handle/123456789/12382
dc.description.abstractThere is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise.es_ES
dc.language.isoenges_ES
dc.publisherInternational Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI)es_ES
dc.relation.ispartofseries;vol. 5, nº 2
dc.relation.urihttps://ijimai.org/journal/bibcite/reference/2665es_ES
dc.rightsopenAccesses_ES
dc.subjectvideogamees_ES
dc.subjectgamificationes_ES
dc.subjectphysical exercisees_ES
dc.subjectliterature reviewes_ES
dc.subjectstate of the artes_ES
dc.subjectIJIMAIes_ES
dc.titleExploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Artes_ES
dc.typearticlees_ES
reunir.tag~IJIMAIes_ES
dc.identifier.doihttp://doi.org/10.9781/ijimai.2018.03.005


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