Sports · 2016 · 55 citations · 20 references
EducationHuman DevelopmentPhysical EducationChild DevelopmentPhysical ActivityPhysical DevelopmentFitness For ChildrenGame-based LearningPhysical Activity For ChildrenPhysical FitnessPhysical LiteracyVideo Game StudiesChild Physical ActivityChildhood Physical ActivityChildhood Physical LiteracyFundamental Movement Skill AssessmentGame PlayHealth-related Physical FitnessPhysical Literacy AssessmentPhysical Literacy Environments
Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination) a child has to confidently participate in physical activity. Active video games (AVG), like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15) physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week). Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06). Manual dexterity significantly improved in males (p = 0.001), and females felt significantly less pressured to engage in PA (p = 0.008). Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy.
20
Motivations for Play in Online Games
Nick Yee · CyberPsychology & Behavior · 2006 · 2.9K citations
Social Sciences, Social Psychology, Individual Differences +14
Six-Minute Walk Test in Children and Adolescents
Ralf Geiger, Alexander Strasak, Benedikt Treml et al. · The Journal of Pediatrics · 2007 · 654 citations