title: Activity-promoting gaming systems in exercise and rehabilitation.
abstract: Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.
authors.affiliation: Centre for Sports and Exercise Science, University of Essex, Wivenhoe Park, Colchester, Essex, UK. mtaylor@essex.ac.uk
authors.forename: Matthew J D
authors.initials: MJ
authors.lastname: Taylor
authors.forename: Darren
authors.initials: D
authors.lastname: McCormick
authors.forename: Teshk
authors.initials: T
authors.lastname: Shawis
authors.forename: Rebecca
authors.initials: R
authors.lastname: Impson
authors.forename: Murray
authors.initials: M
authors.lastname: Griffin
mesh_terms: D000328:Adult; D012090:Cumulative Trauma Disorders / Q000209:etiology; D003615:Dancing; D004734:Energy Metabolism; D015444:Exercise; D005081:Exercise Therapy / Q000379:methods; D005260:Female; D006801:Humans; D008297:Male; D009043:Motor Activity; D012046:Rehabilitation; D018910:Video Games