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Celebrating a full year of exercise with Hiro (along with a perfect workout!)!

#FitnessBoxing3 #FitBoxing3 #NintendoSwitch #Nintendo #videogames #exergaming #exercise #workout #fun

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I did it!! I did my very first performance in #ZeroToDanceHero!!!

#HopStepDance #Nintendo #NintendoSwitch #videogames #exergaming #exercise #fun

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Adapted Virtual Reality Exergaming Using Off-the-Shelf Supplies for Poststroke Hemiparetic Arm Rehabilitation: Case Study Background: Virtual reality (VR) can supplement exercise therapy for poststroke upper-arm hemiparesis, but treatments have been largely limited by specialized or costly equipment, hindering replicability and generalizability. Objective: This study examined the #feasibility of using a commercially available bundle of VR supplies to improve hemiparetic arm function before and after an exergaming program in an individual post stroke. Methods: We conducted a pre-post case study (male, aged 72 years, chronic stroke) of a 20-day VR exergaming program (1-hour session per day) using a head-mounted display (Meta Quest 2), with adaptive software (WalkinVR) to boost and adjust in-game movements. Measures of upper-arm function were performed at preintervention (day 0), midintervention (day 10), and postintervention (day 21) and included the Wolf Motor Function Test (WMFT) and Disabilities of the Arm, Shoulder, and Hand Questionnaire (DASH). Data were descriptively analyzed. Results: The participant demonstrated improvement in the mean time to complete tasks of the WMFT by 70.5% (δ=11.73 s; preintervention mean time 16.63, SD 31 s; effect size=0.54) from preintervention to midintervention and 78% (δ=12.96 s; effect size=0.59) from preintervention to postintervention. WMFT mean functional ability score demonstrated an improvement of 18% (δ=0.46 points; preintervention mean score 2.67, SD 0.87 points; effect size=0.59) from preintervention to midintervention and 23% (δ=0.6 points; effect size=0.79) from preintervention to postintervention. Range of motion improved in all joints by an average of 35.64% (SD 20%) from preintervention to postintervention. DASH scores demonstrated minimal improvements across the intervention. Conclusions: VR exergaming with adaptive software could be an easy-to-adopt method for improving the functional ability of the hemiparetic arm among people post stroke. Improvements were potentially meaningful but warrant confirmation in more rigorous study designs.

JMIR Formative Res: Adapted Virtual Reality Exergaming Using Off-the-Shelf Supplies for Poststroke Hemiparetic Arm Rehabilitation: Case Study #VirtualReality #Exergaming #StrokeRehabilitation #PhysicalTherapy #VRForHealth

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Comparison of the Effects of Exergaming and Balance Training on Dynamic Postural Stability During Jump-Landing in Recreational Athletes With Chronic Ankle Instability Game for ankle stability? Study shows exergaming beats balance training in ML stability for CAI athletes—improves performance, reduces fear. #SportsInjury #Exergaming

Game for ankle stability? Study shows exergaming beats balance training in ML stability for CAI athletes—improves performance, reduces fear. #SportsInjury #Exergaming
www.rimpacts.com/rd/p?c=10044... 📄DOI: doi.org/10.1371/jour...

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Clinician Perspectives on Incorporating Physical Activity and Sleep Prescriptions Using eHealth for Youth With Comorbid Psychiatric Disorders: Qualitative Focus Group Study Background: Physical activity and sleep prescriptions are indicated for the treatment of psychiatric disorders among youth. However, there is limited clinical adoption of these practices. Exergaming (ie, games that require physical activity) is a feasible intervention to promote physical activity and sleep hygiene and is appealing to youth given their interest in video gaming. Integrating exergaming prescriptions into clinical mental health practices may offer an opportunity to expand access to these interventions, yet pragmatic considerations for adopting these programs are poorly understood. Objective: This study aimed to gain feedback from practicing clinicians on adopting GamerFit, an app-based intervention that incorporates exergames, step and sleep tracking, and online coaching to promote physical activity and sleep, as a tool in treatment plans for youth aged 13 to 17 years with psychiatric disorders. Methods: Mental health clinicians participated in 2 online focus groups. A semistructured interview collected information on perceptions of the importance of physical activity and sleep, considerations for using GamerFit with clients, and approaches for incorporating GamerFit into standard care. Qualitative analysis included a hierarchical thematic coding system of isolated quotes, with the structure, frequency, and interrelationships of the coded quotes used for analysis. Results: All clinicians (8/8, 100%) endorsed physical activity and sleep prescriptions as important interventions, although they were not typically a focus of treatment. Clinicians reported varying levels of self-efficacy in encouraging physical activity goals (6/8, 75%) and, to a lesser extent, sleep hygiene (4/8, 50%). Most perceived eHealth approaches positively (7/8, 88%) and noted their appeal given the accessibility of this physical activity option via gaming (2/4, 50%). Clinicians were optimistic about the #feasibility of using GamerFit; the exergame and health coaching aspects of GamerFit were perceived favorably (5/8, 62%). Clinicians desired to access app data in electronic health systems to incorporate in therapeutic sessions (4/8, 50%) and recommended using the app in residential settings with continued use at home (2/8, 25%). Clinicians expressed concern regarding the implementation of GamerFit with families with low technology literacy, noting that some patients would likely require parental assistance to help with reminders and technology use (1/8, 12%). Suggestions for improvement included a greater variety of exergames and features to increase adolescents’ engagement (6/8, 75%). There was a considerable willingness to incorporate this technology into clinicians’ clinical practices and a strong desire for insurance provisions to cover coaching and technological components (7/8, 88%). Conclusions: Clinicians perceived GamerFit as a feasible and acceptable clinical approach to physical activity and sleep prescriptions for youth with psychiatric disorders. The remote delivery of this intervention was perceived to be of interest to patients and provided helpful guidance for clinicians who were short on time to address many important topics within limited session time frames.

JMIR Formative Res: Clinician Perspectives on Incorporating Physical Activity and Sleep Prescriptions Using eHealth for Youth With Comorbid Psychiatric Disorders: Qualitative Focus Group Study #MentalHealth #PhysicalActivity #YouthWellness #eHealth #Exergaming

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We invite you to the third iteration of the @DART 2025 talks. Join @RadboudUMC PhD student @Lotte Hagedoorn as she talks about #exergaming in home environments for #fall-prevention.

Free registration with the QR code or via direct link: forms.cloud.microsoft/e/UtCmaLg7XZ

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EyeToy: Kinetic In the US, no less than a week after EyeToy: Operation Spy came the release of the eighth and final game to be released in the region, EyeT...

#OTD 2005 #EyeToyKinetic an #exercise program, or #exergaming title developed in collaboration with Nike Motionworks. Played on a #playstation2 #PS2 #videogames trophyunlocked.blogspot.com/2021/12/eyet...

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Your Shape Fitness Evolved Xbox 360 Kinect
Your Shape Fitness Evolved Xbox 360 Kinect YouTube video by 6060766

youtu.be/MVhi5yasDdk?... #YourShape #Fitness #Evolved #Xbox360 #Kinect #Ubisoft #Launch #YouTube #KinectSensor #ebay #UbisoftMontreal #Exergaming #aerobics #Resistance #Training #MensHealth #WomensHealth #UPlay #TheTonedBodyProgram #CardioBoxing #MinorityReport #E32012 #YouTube #Subscribe #Trainer

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Your Shape Fitness Evolved 2012 Xbox 360 Kinect
Your Shape Fitness Evolved 2012 Xbox 360 Kinect YouTube video by 6060766

youtu.be/bWvhJLxnAvw?... #YourShape #Fitness #Evolved 2012 #Xbox360 #Kinect #UbisoftMontreal #Ubisoft #Exergaming #aerobics #XboxLive #KinectSensor #Motion #Gym #Skipping #Running #abdominal #muscles #Health #Glutes #Yoga #Dance #YouTube #Subscribe #OutsideXbox #Mat #Xbox #ebay #UK #Abs #Latin 🎮🤸🤸‍♂️

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Development and Testing of an Exergaming and Artmaking Program to Enhance Cognitive and Physical Function in Older Adults: Results of a Community-Based Pilot Study Background: Group-based recreational activities including physical activity and artmaking can help older adults preserve or even improve key functional outcomes essential to successful aging, while also fostering social support. Community-university partnerships can promote successful aging by facilitating the design and implementation of evidence-based, relevant, and impactful programs that better meet the needs of older adults in our community. Objective: To leverage a community-integrated approach to develop and test a recreation-based exergaming and artmaking program on improving cognitive and physical functional outcomes in older adults. Methods: Working with the Buffalo-Niagara YMCA, we developed the “Movers and Makers Club”; a group-based recreation program to improve cognitive and physical function in aging. We recruited adults, ≥ 65 years, to participate in weekly group-based SMARTfit exergaming and artmaking during the 12-week program. The program was divided into two phases. During the Design Phase, we sought direct feedback from older adults in the community regarding the appeal and #usability of proposed exergaming activities and art projects. In the Impact Phase, we administered a one-group, 12-week pilot to test the effects of group-based SMARTfit exergaming and visual artmaking on performance on the Trail-Making Test (TMT) and Stroop Color-Word Interference Test (SCWT). In addition, key functional assessments included a Four-Stage Balance Test (FSBT), 30-Second Sit to Stand Test (30SST), and a Six-Minute Walk Test (6MWT). Key participant-reported outcomes were also collected on the appeal, enjoyability, and #usability of program activities. Results: In all, 17 older adults (X̄ age= 73.80 (SD = 4.10) years) enrolled in the program between two YMCA branches: one representing the City of Buffalo and one, a local suburb. At the endpoint, all 17 participants completed at least nine out of 12 sessions. Participants reported high ratings of enjoyment and satisfaction with their experience. They also reported their comfort level while exercising, maintaining their balance, and walking improved. Participants also found their comfort level with doing art and their interest in trying new artistic pursuits increased. In addition, performance on the TMT and SCWT improved from baseline to endpoint (p < .001). We also observed improvements in one-leg balance, 30SST performance, and 6MWT distance (p < .001). Conclusions: Our group-based recreation program, delivering SMARTfit exergaming and guided artmaking to older adults, improved cognitive and physical functions important to successful aging. In addition, our approach of seeking direct feedback from older adults, in developing the program, produced a highly enjoyable and appealing experience that was age- and ability-appropriate. Our future programs will integrate formal assessments of key psychosocial factors that may influence both the implementation and functional outcomes of the “Movers and Makers” curriculum.

JMIR Formative Res: Development and Testing of an Exergaming and Artmaking Program to Enhance Cognitive and Physical Function in Older Adults: Results of a Community-Based Pilot Study #AgingWell #Exergaming #Artmaking #SeniorFitness #HealthyAging

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#YourShape #Fitness #Evolved 2012 #Xbox360 #UbisoftMontreal #Ubisoft #Exergaming #aerobics #SinglePlayer #multiplayer #XboxLive #Marketplace #Kinect #KinectSensor #Motion #Gym #Skipping #Running #abdominal #muscles #Health #Glutes #Yoga #Dance #YouTube #Subscribe #OutsideXbox #Mat #Xbox #ebay #UK 🎮

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#YourShape #Fitness #Evolved #Xbox360 #Ubisoft #Launch #YouTube #Kinect #KinectSensor #ebay #UbisoftMontreal #Exergaming #aerobics #Resistance #Training #MensHealth #WomensHealth #UPlay #TheTonedBodyProgram #CardioBoxingPlatinum #MinorityReport #E32012 #YouTube #Subscribe #YouTuber #Like #Share 🤸‍♀️🤸🏋️‍♀️

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Perfect workout today with Janice--or rather, with Ariel! 😁🧜‍♀️🐠

#FitnessBoxing3 #FitBoxing3 #Nintendo #NintendoSwitch #exergaming #videogames #exercise #workout

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Would you like to join us for our fun new study? 👾

This study explores how exergaming (video game–based exercise) can improve attention and self-regulatory skills in children with traits of ADHD.

#ADHDResearch #Exergaming #KidsWithADHD #Neurodiversity #KingstonUniversity #ADHD

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📰 The July 2025 BREAD Lab Newsletter is here!

#BREADLab #ResearchUpdate #Newsletter #ChildDevelopment #MindfulEating #ADHDResearch #kingstonuniversity #psychology #adhd #exergaming #psychologyresearch

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Aw, thank you Hiro! 💝

#FitnessBoxing3 #FitBoxing3 #Nintendo #NintendoSwitch #videogames #exercise #exergaming #workout

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🧠 Watch along to see what a visit to the lab looks like - we promise it’s very fun!

#breadlab #kingstonuniversity #adhdresearch #childdevelopment #psychology #neurodiversity #exergaming #executivefunction #adhd #psychologyresearch

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I'd love to see him wearing a "NICE LOOKING GUY" T-shirt! It would be absolutely perfect for him!

#FitnessBoxing3 #FitBoxing3 #Nintendo #NintendoSwitch #videogames #exergaming

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3️⃣ 💡🏃‍♂️ Key findings? Universal gains. Low-to-moderate intensity > high. Exergaming and short interventions punch above their weight. ADHD sees a possible breakthrough. A powerful case for smarter, targeted movement. #Neurodiversity #Exergaming #LifespanHealth

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New video up!
Nintendo’s Step Tracking Pedometers

YouTube channel link in bio 👆

#nintendo #3ds #pokewalker #pocketpikachu #hellokitty #pokemon #pocketsakura #gameboy #pedometer #exergaming #retrogaming #retrogameattic #youtubegaming #youtubegamingchannel #youtubegamingcommunity

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This is another game that makes me happy. It changed my life despite some lack of constancy due to other life stuff.

Even if this game doesn't replace any full gym routine, it is still fun and makes you active throughout the day.

#RingFitAdventure #Exercise #Exergaming #Nintendo #Gaming

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#Exergaming kombiniert körperliche Bewegung und Videospielen. Welche Vorteile und welche Risiken Exergaming für Menschen mit Demenz oder leichten kognitiven Beeinträchtigungen hat, untersucht ein #CochraneReview: https://buff.ly/40Yg9M9

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🚀 Bestuur videogames met je spieren. 💪🎮 Ontdek hoe je met EMG-signalen en een Arduino je bewegingen omzet naar toetsaanslagen.
www.instructables.com/Controlling-...
#Tech #EMG #Arduino #Exergaming

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YES I'VE DONE IT!!!!!! I FINALLY GOT ALL THE EX ACHIEVEMENTS IN FITNESS BOXING 2!!!!!!! 🥊💪🏆🏅🥇🎉🎊

#FitnessBoxing2 #FitBoxing2 #Nintendo #NintendoSwitch #videogames #exergaming #exercise #workout #fitness

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Perfect workout with Monica today! 🥊💪

#FitnessBoxing3 #FitBoxing3 #fitness #NintendoSwitch #Nintendo #videogames #exergaming #exercise #workout

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What I got in the mail!

#FitBoxing3 #FitnessBoxing3 #NintendoSwitch #Nintendo #videogames #exergaming

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Gamified Practice Improves Paretic Arm Motor Behavior in Individuals With Stroke - Cristina Rubino, Bimal Lakhani, Beverley C. Larssen, Sarah N. Kraeutner, Justin W. Andrushko, Michael R. Borich, Lara... Background Stroke is a heterogeneous condition, making choice of treatment, and determination of how to structure rehabilitation outcomes difficult. Individualize...

Excellent study from @crubino.bsky.social showing gamified rehab can improve paretic arm motor behaviour in chronic stroke patients.
Similarily, our new therapy module MoveWell focuses on improving quality of movement of the paretic arm and is used from hospital to home.
#exergaming #virtualrehab

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Perfect workout with Guy today! 💪🥊

#FitnessBoxing2 #FitBoxing2 #NintendoSwitch #Nintendo #exergaming #exercise #workout #fitness

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