2021
DOI: 10.3389/fpsyg.2021.644036
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Educational and Social Exergaming: A Perspective on Physical, Social, and Educational Benefits and Pitfalls of Exergaming at Home During the COVID-19 Pandemic and Afterwards

Abstract: Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with negative physical, mental, and economic consequences. Younger and older people have not reached the recommended physical activity level for years. Societal restrictions due to COVID-19 additionally reduce opportunities for physical activity, and they increase social isolation. Here, we outline how playing exergames with others (social exergaming) at home could foster physical and mental health and promote communication and d… Show more

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Cited by 24 publications
(27 citation statements)
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References 92 publications
(118 reference statements)
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“…Additionally, exergames, a new and enjoyable training option, have been used to decrease social isolation, improve postural control and encourage PA levels among older people [ 73 ]. In recent years, the development of the video game market has strengthened the offer of exergames designed to be used as easier, enjoyable and valuable training tools compared to the traditional exercise programs [ 98 , 99 , 100 ]. Combined elements of health, games and fitness, and the possibility to connect individuals with specialists via on-line connection [ 101 ], could have the potential to improve QoL and physical functions.…”
Section: Discussionmentioning
confidence: 99%
“…Additionally, exergames, a new and enjoyable training option, have been used to decrease social isolation, improve postural control and encourage PA levels among older people [ 73 ]. In recent years, the development of the video game market has strengthened the offer of exergames designed to be used as easier, enjoyable and valuable training tools compared to the traditional exercise programs [ 98 , 99 , 100 ]. Combined elements of health, games and fitness, and the possibility to connect individuals with specialists via on-line connection [ 101 ], could have the potential to improve QoL and physical functions.…”
Section: Discussionmentioning
confidence: 99%
“…Enhancing media literacy among users can increase both knowledge of and criticism toward media, and furthermore, ensure awareness of the influence of media as well as reduce risky or antisocial behaviors (cf. Jeong et al, 2012 ; Rüth and Kaspar, 2021 ).…”
Section: Discussionmentioning
confidence: 99%
“…When promoting at-home physical activity, exercise video games (also known as exergames) have been shown to be a viable supportive tool to enhance older adults’ well-being during the current pandemic [ 43 - 46 ]. Systematic reviews have shown that exergames have been successfully used to foster improvements in health-related outcomes such as pain management, posture, cognitive functioning, and decreased risk of falls among community-dwelling older adults [ 47 ].…”
Section: Introductionmentioning
confidence: 99%