Published on in Vol 7, No 1 (2019): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/11326, first published .
Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study

Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study

Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study

Journals

  1. Xu W, Liang H, He Q, Li X, Yu K, Chen Y. Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation. JMIR Serious Games 2020;8(3):e17972 View
  2. Wang Y, Liu X, Ma R, Yin Y, Yang Z, Cao H, Xie J. Active Video Games as an Adjunct to Pulmonary Rehabilitation of Patients With Chronic Obstructive Pulmonary Disease. American Journal of Physical Medicine & Rehabilitation 2020;99(5):372 View
  3. Flogie A, Aberšek B, Kordigel Aberšek M, Sik Lanyi C, Pesek I. Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study. JMIR Serious Games 2020;8(2):e13190 View
  4. Lai B, Lee E, Kim Y, Matthews C, Swanson‐Kimani E, Davis D, Vogtle L, Rimmer J. Leisure‐time physical activity interventions for children and adults with cerebral palsy: a scoping review. Developmental Medicine & Child Neurology 2021;63(2):162 View
  5. Cimolino G, Askari S, Graham T. The Role of Partial Automation in Increasing the Accessibility of Digital Games. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1 View
  6. Malone L, Davlyatov G, Padalabalanarayanan S, Thirumalai M. Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study. JMIR Serious Games 2021;9(3):e30672 View
  7. Malone L, Mendonca C, Kim Y. Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review. Games for Health Journal 2022;11(3):141 View
  8. Malone L, Mendonca C, Mohanraj S, Misko S, Moore J, Brascome J, Thirumalai M. Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study. JMIR Serious Games 2023;11:e38484 View
  9. Mendonca C, Malone L, Mohanraj S, Thirumalai M. The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study. JMIR Rehabilitation and Assistive Technologies 2023;10:e41993 View
  10. Gu D, Gu C, Oginni J, Ryu S, Liu W, Li X, Gao Z. Acute effects of exergaming on young adults’ energy expenditure, enjoyment, and self-efficacy. Frontiers in Psychology 2023;14 View
  11. Mohd Sidek N, Mat Rosly M, Abd Razak N. Children’s Physiological and Perceptual Responses to Sports Exergames When Played in Different Positions. Children 2023;10(9):1489 View
  12. Manser P, Huber S, Seinsche J, de Bruin E, Giannouli E, Abu Alim M. Development and initial validation of the German version of the Exergame Enjoyment Questionnaire (EEQ-G). PLOS ONE 2023;18(6):e0286556 View
  13. Li Y, Jiang H, Lyu Z. Virtual reality as an adjunct to pulmonary rehabilitation of patients with chronic obstructive pulmonary disease: a protocol for systematic review and meta-analysis. BMJ Open 2023;13(12):e074688 View
  14. Willingham T, Stowell J, Collier G, Backus D. Leveraging Emerging Technologies to Expand Accessibility and Improve Precision in Rehabilitation and Exercise for People with Disabilities. International Journal of Environmental Research and Public Health 2024;21(1):79 View
  15. Ren L, Yan J, Zhu Z, Du M. Personalization Characteristics and Evaluation of Gamified Exercise for Middle-Aged and Older People: A Scoping Review. Journal of Aging and Physical Activity 2024;32(2):287 View
  16. Moreno Carbajal P, Corrales Camargo N, Espinoza-Gutiérrez R, Calleja-Núñez J, Montero-Herrera B, Cerna J, Aburto-Corona J. Energy Expenditure Validation of an Exergame Platform: Ring Fit Adventure Use in Adults with Overweight and Obesity. Games for Health Journal 2024;13(4):288 View
  17. Berglund A, Orädd H. Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study. JMIR Serious Games 2024;12:e55905 View