PE Central

Physical Education
Research In Action

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Managing Editor

Megan Chilson
Univ of Montana-Western
Dillon, MT

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PE Central exists to assist teachers and other adults in helping children become physically active and healthy for a lifetime.

Welcome to the Research In Action section of PE Central. In this section, we share practical and innovative research findings in a user friendly manner. Please note that in almost all instances to gain access to these articles you will have to go to the library or get the original journal from the publisher. Our PE Journals page should be helpful for that task.

Active Gaming

--> Biddiss, Elaine and Irwin, Jennifer (2010). Active Video Games to Promote Physical Activity in Children and Youth: A Systematic Review Archives of Pediatrics and Adolescent Medicine, 164(7), 664-672.

--> Exergame Network (2010). Teachers Demand Physical Education Overhaul PRLog (Online), 1, 1.
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--> Graves, L., G. Stratton, N.D. Ridgers, and N.T. Cable. (2007). Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. BMJ, 335, 1282–1284.

--> Graves, L., G. Stratton, N.D. Ridgers, and N.T. Cable. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42, 592–594.

--> Hansen, L. and Sanders, S. (2010). Fifth grade students' experiences participating in active gaming in physical education: The persistence to game. ICHPER-SD Journal of Research, 5(2).

--> Hansen, L., & Sanders, S. (2008). Interactive gaming: Changing the face of fitness. Florida Alliance for Health, Physical Education, Dance & Sport, 46(1), 38-41.

--> Jackson, L.A., Y. Zhao, A. Kolenic, H.E. Fitzgerald, R. Harold, and A. Von Eye (2008). Race, gender, and information technology use: the new digital divide. CyberPsychology and Behavior, 11: 437-442.

--> Maddison, R., C. Ni Mhurchu, A. Jull, Y. Jiang, H. Prapavessis, and A. Rodgers (2007). Energy expended playing video console games: an opportunity to increase children's physical activity? Pediatric Exercise Science, 19: 334-343.

--> Madsen, K.A., S. Yen, L. Wlasiuk, T.B. Newman, and R. Lustig (2007). Feasibility of a dance videogame to promote weight loss among overweight children and adolescents. Archives of Pediatrics and Adolescent Medicine, 161: 105-107.

--> Maloney, A.E., T.C. Bethea, K.S. Kelsey, et al (2008). A Pilot of a Video Game (DDR) to Promote Physical Activity and Decrease Sedentary Screen Time. Obesity (Silver Spring), 16: 2074-2080.

--> McDougall, J., and M.J. Duncan (2008). Children, video games and physical activity: An exploratory study. International Journal Disability and Human Development, 7:89-94.

--> Mears, D. & Hansen, L. (2009). Active Gaming: Definitions, and Implementation. Strategies Journal, 23(2), 26-29.

--> Mellecker, R.R., and A.M. McManus (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162: 886-891.

--> Murphy, E.C. (2007). The Effect of Aerobic Exercise on Endothelial Dysfunction in Overweight Children.

--> Ni Mhurchu, C., R. Maddison, Y. Jiang, A. Jull, H. Prapavessis, and A. Rodgers (2008). Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children. International Journal of Behavior, Nutrition and Physical Activity, Activity 5:5.

--> Palmeira, A.L., S.S. Martines, H. Fonseca, et al.  Impact of motion matching video-games on one-month's physical activity levels of overweight adolescents.
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--> Paw, M.J., W.M. Jacobs, E.P.G. Vaessen, and S. Titze S., and W.van Mechelen (2008). The motivation of children to play an active video game. Journal of Science, Medicine and Sport, 11: 163-166.

--> Ridley, K., and T. Olds (2001). Video center games: Energy cost and children's behaviors. Pediatric Exercise Science, 13: 413-421.

--> Sell, K., T. Lillie, and J. Taylor (2008). Energy expenditure during physically interactive video game playing in male college students with different playing experience. Journal of American College Health, 56: 505-511.

--> Simons, M., S. de Vries, I. Bakker, and T. Jongert (2008). Energy expenditure, occupation and enjoyment of active computer games among children.
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--> Tan, B., A.R. Aziz, K. Chua, and K.C. (2002). Aerobic demands of the dance simulation game International Journal of Sports Medicine, 23: 125-129.

--> Thin, A.G., & Poole, N. (2010). Dance-based ExerGaming: User Experience Design Implications for Maximizing Health Benefits based on Exercise Intensity and Perceived Enjoyment Transactions and Edutainment IV, In Press.

--> Thin, A.G., Hansen, L., & McEachen, D. (2010). Flow Experience and Mood States whilst Playing Body-Movement Controlled Video Games Games and Culture, In Press.

--> Timperio, A., J. Salmon, and K. Ball (2004). Evidence-based strategies to promote physical activity among children, adolescents and young adults: review and update. Journal of Science, Medicine and Sport, 7: S20-S29.

--> Unnithan, V.B., W. Houser, and B. Fernhall (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27: 804-809.

--> Widman, L.M., C.M. McDonald, and R.T. Abresch (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents Journal of Spinal Cord Medicine, 29:363-370.

--> Yang, S.P., Graham, G.M. (2006). Exergames: being physically active while playing video games EKIBOLOS (Biannual bulletin of the Hellenic Academy of Physical Education), 4, 5-6.