Exergaming Essays

  • Benefits Of Exergaming

    1093 Words  | 3 Pages

    Why Do We Need Exergaming? Exergaming, which is also known as exercise games or fitness games, refers to a special type of video games that involve physical training. In other words, exergaming enables people to do sport in their own living rooms. Moreover, you can do everything you want: dancing, boxing, biking, racing, hiking, and so forth. Although it may be hard to get fit using only exergaming (not impossible though), in view of its unique advantages, such kind of training is irreplaceable

  • Benefits of Video Games

    506 Words  | 2 Pages

    Most people think that playing video games will lead you to a life of crime, delinquency, and slothfulness. The opposite, however, is the truth. Video games can be used to improve hand eye coordination, vision, reaction times, and much more. Does this mean kids should spend all day, everyday playing? No. This occurs when they are used properly and in moderation. Video games actually help your motor skills and other physical aspects, contrary to popular belief. In a study done in New York,

  • Technology In Physical Education Essay

    1093 Words  | 3 Pages

    Teaching Elementary Physical Education. Human Kinetics, Inc. 1607 North Market Street, Champaign, IL 61820. Tel: 800-474-4457; Fax: 217-351-1549; e-mail: info@hkusa.com; Web site: http://www.humankinetics.com Shannon Raymond (February 26, 2013). "Exergaming As Physical Activity: How Effective Are Exergames at Increasing Physical Activity in Youth? Altarum Institute". Altarum.org. Retrieved 2015-10-28. Tipton, J., & Sanders, A. (2004). Heart rate monitors promote physical education for children.

  • Comparing Hart Rate After Playing Tennis and After Playing Virtual Tennis Using the Wii Game

    740 Words  | 2 Pages

    weight and requires more energy than the average game, but it will never beat the real thing. References "Study: Wii playing kids lose weight." WiiHealthy - Wii Fit, Wii Sports, Nintendo sportsgames, Wii Fitness, Wii Balance Board, Yoga, Mii, Exergaming. 19 May 2007. Web. 07 Dec. 2009. .

  • Improved abilities of humanity from video games

    842 Words  | 2 Pages

    Can video games improve the abilities of humanity? A hard question to answer, but with research it could be answered, most people would say "no" that video games fry people brains and make kids violent, but research suggest that video games have real-world benefits for your brain and body. Daphne Bavelier a professor of brain and cognitive science at the university of Rochester conducted more than 20 studies on young people playing action based video games. Her studies show that video gamers

  • How Dance Affects Health

    1561 Words  | 4 Pages

    How Does Dancing Affect the Health of U.S. Citizens? Introduction When I was first entering high school as a 9th grader I didn’t get to choose my classes, so I ended up with all normal classes and a dance class. When I saw that dance was on my schedule I immediately didn’t want to go, good thing we didn’t do anything on the first day of school in that class. On the second day of school there was a placement test for the kids who didn’t take one in 8th grade, a.k.a. me, I was hoping that all my regular

  • Video Games and Violence

    1455 Words  | 3 Pages

    Video games have positive and negative aspects. Acording to a study, those who spend hours and hours in playing ‘civic games’ were found to take more part in different community services like social work, politics or protests, as compared to those who never took interest in vidoe games. Hence video games are proved to increase one’s social interaction skills. The kind of friendship and ethics that are learnt by the young gamers while playing video games provide evidence that they are not completely

  • History of Nintendo Technology

    1946 Words  | 4 Pages

    The evolution of the video game industry can be traced through the metamorphosis of the early, complex, fantasy-world based games that were focused on the avid adolescent gamers using conventional joysticks and consoles, to easy, realistic games that appealed to a broader spectrum of age groups using innovative wand-like joysticks and consoles. When at its nascent stage, the video game industry focused on enticing adolescents by installing gaming systems at recreation centers and malls. With advanced