Exergaming Theories: A Literature Review

Fuente: ERIC Institute of Education Sciences
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Main Authors: Kooiman, Brian, Sheehan, Dwayne D.
Format: Recurso educativo Open Access
Language:en
Published: 2015
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author Kooiman, Brian
Sheehan, Dwayne D.
author_facet Kooiman, Brian
Sheehan, Dwayne D.
Kooiman, Brian
Sheehan, Dwayne D.
collection Education Resources Information Center
contents Exergaming Theories: A Literature Review Kooiman, Brian Sheehan, Dwayne D. Video Games Exercise Motion Movement Education Interaction Human Body Literature Reviews Learning Theories Physical Education Self Determination Learner Engagement Persistence Attention Social Cognition Self Efficacy Cooperative Learning Electronic Learning Until recently exergaming was seldom a topic of research. The technology that makes exergaming possible was not available to consumers. In 2006, Nintendo released the Wii gaming system. This new system allowed for interactive physical movement beyond simple hand held play. The Wii system contained hardware and software that responded to movements of the player's body through the tracking of hand held controllers and movements of the lower extremities using floor based hardware. Exergaming appears poised to continue its foray into popular culture for better or worse. After nearly a decade of research a single theory for exergames has not been suggested. Previous researchers have relied on existing theories to guide them. Over a dozen theories have been used by authors of research into exergaming. With all of this research and the many theories that have been used it is time for an examination of these theories as to their relevance for exergaming. This paper endeavors to review the existing literature to identify what theories are being used in research and to delineate what the components of each theory are. A literature review was conducted using the Trident International University online library. This library allowed access to the ProQuest Summon® Service search engine which allowed for a search of multiple libraries including Blackwell, Gale, LexisNexis, Academic, Sage, Springer, Emerald, ProQuest, Taylor & Francis, IEEE, and Project Muse resulting in a search of more than 6,800 publishers and 94,000 journal and periodical titles. There are over a dozen theories found in the literature on exergaming. This paper endeavors to examine how often each theory appears in the literature while providing a brief overview of each theory. In the final analysis, the theory chosen for exergame research will be determined by the type of study undertaken.
format Recurso educativo Open Access
id eric_EJ1108673
institution ERIC Institute of Education Sciences
language en
publishDate 2015
record_format eric
spellingShingle Exergaming Theories: A Literature Review
Kooiman, Brian
Sheehan, Dwayne D.
Video Games
Exercise
Motion
Movement Education
Interaction
Human Body
Literature Reviews
Learning Theories
Physical Education
Self Determination
Learner Engagement
Persistence
Attention
Social Cognition
Self Efficacy
Cooperative Learning
Electronic Learning
Exergaming Theories: A Literature Review Kooiman, Brian Sheehan, Dwayne D. Video Games Exercise Motion Movement Education Interaction Human Body Literature Reviews Learning Theories Physical Education Self Determination Learner Engagement Persistence Attention Social Cognition Self Efficacy Cooperative Learning Electronic Learning Until recently exergaming was seldom a topic of research. The technology that makes exergaming possible was not available to consumers. In 2006, Nintendo released the Wii gaming system. This new system allowed for interactive physical movement beyond simple hand held play. The Wii system contained hardware and software that responded to movements of the player's body through the tracking of hand held controllers and movements of the lower extremities using floor based hardware. Exergaming appears poised to continue its foray into popular culture for better or worse. After nearly a decade of research a single theory for exergames has not been suggested. Previous researchers have relied on existing theories to guide them. Over a dozen theories have been used by authors of research into exergaming. With all of this research and the many theories that have been used it is time for an examination of these theories as to their relevance for exergaming. This paper endeavors to review the existing literature to identify what theories are being used in research and to delineate what the components of each theory are. A literature review was conducted using the Trident International University online library. This library allowed access to the ProQuest Summon® Service search engine which allowed for a search of multiple libraries including Blackwell, Gale, LexisNexis, Academic, Sage, Springer, Emerald, ProQuest, Taylor & Francis, IEEE, and Project Muse resulting in a search of more than 6,800 publishers and 94,000 journal and periodical titles. There are over a dozen theories found in the literature on exergaming. This paper endeavors to examine how often each theory appears in the literature while providing a brief overview of each theory. In the final analysis, the theory chosen for exergame research will be determined by the type of study undertaken.
title Exergaming Theories: A Literature Review
topic Video Games
Exercise
Motion
Movement Education
Interaction
Human Body
Literature Reviews
Learning Theories
Physical Education
Self Determination
Learner Engagement
Persistence
Attention
Social Cognition
Self Efficacy
Cooperative Learning
Electronic Learning
url https://eric.ed.gov/?id=EJ1108673