Exergaming Training Experience for Children: A Systematic Review of Qualitative Assessments With Meta-Synthesis
Exergames are gaining popularity among children and youths. They are physically-demanding video games that require players to perform active tasks or sport-like actions for in-game control. The experiences described by relevant parties from verbatim interviews in exergaming training programs were sy...
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Veröffentlicht in: | IEEE transactions on games 2023-09, Vol.15 (3), p.301-314 |
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description | Exergames are gaining popularity among children and youths. They are physically-demanding video games that require players to perform active tasks or sport-like actions for in-game control. The experiences described by relevant parties from verbatim interviews in exergaming training programs were systematically reviewed and meta-synthesized into the relevant themes. The experiences of parents, teachers, physiotherapists, children, and school administrators were taken into consideration in meta-synthesizing the themes emerging in this new form of physical activity. Four search engines were used: PubMed, IEEE Xplore, ACM Digital Library, and Scopus. Specific search terms were used and defined iteratively following the population: children and their accompanying parents/teachers/therapists, involved in exergaming intervention, comparison of several different exergame platforms and outcomes with qualitative measures. In total, 20 qualitative studies were included to form four central themes emerging from the review and synthesis: positive outcomes, barriers to implementation, reinforcing factors, and areas for improvements. Current views on the use of available exergame technologies were mostly positive, but its relatively new application draws concerns and skepticisms from various groups involved. At this stage, reinforcing factors such as funding, support, and policies play roles in the promotion of exergames as a type of physical education or training for children. |
doi_str_mv | 10.1109/TG.2022.3181976 |
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They are physically-demanding video games that require players to perform active tasks or sport-like actions for in-game control. The experiences described by relevant parties from verbatim interviews in exergaming training programs were systematically reviewed and meta-synthesized into the relevant themes. The experiences of parents, teachers, physiotherapists, children, and school administrators were taken into consideration in meta-synthesizing the themes emerging in this new form of physical activity. Four search engines were used: PubMed, IEEE Xplore, ACM Digital Library, and Scopus. Specific search terms were used and defined iteratively following the population: children and their accompanying parents/teachers/therapists, involved in exergaming intervention, comparison of several different exergame platforms and outcomes with qualitative measures. In total, 20 qualitative studies were included to form four central themes emerging from the review and synthesis: positive outcomes, barriers to implementation, reinforcing factors, and areas for improvements. Current views on the use of available exergame technologies were mostly positive, but its relatively new application draws concerns and skepticisms from various groups involved. 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They are physically-demanding video games that require players to perform active tasks or sport-like actions for in-game control. The experiences described by relevant parties from verbatim interviews in exergaming training programs were systematically reviewed and meta-synthesized into the relevant themes. The experiences of parents, teachers, physiotherapists, children, and school administrators were taken into consideration in meta-synthesizing the themes emerging in this new form of physical activity. Four search engines were used: PubMed, IEEE Xplore, ACM Digital Library, and Scopus. Specific search terms were used and defined iteratively following the population: children and their accompanying parents/teachers/therapists, involved in exergaming intervention, comparison of several different exergame platforms and outcomes with qualitative measures. In total, 20 qualitative studies were included to form four central themes emerging from the review and synthesis: positive outcomes, barriers to implementation, reinforcing factors, and areas for improvements. Current views on the use of available exergame technologies were mostly positive, but its relatively new application draws concerns and skepticisms from various groups involved. 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subjects | Children Computer & video games Digital systems Exercise Games health Interviews Pediatrics physical activity Physical exercise Search engines Sociology Statistics Synthesis Systematics Teachers Training video games |
title | Exergaming Training Experience for Children: A Systematic Review of Qualitative Assessments With Meta-Synthesis |
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