Exploring the Benefits of Using Gamification and Videogames for Physical Exercisea Review of State of Art

  1. Carina S. González-González 1
  2. Nazaret Gómez del Río 1
  3. Vicente Navarro-Adelantado 1
  1. 1 Universidad de La Laguna
    info

    Universidad de La Laguna

    San Cristobal de La Laguna, España

    ROR https://ror.org/01r9z8p25

Revista:
IJIMAI

ISSN: 1989-1660

Año de publicación: 2018

Volumen: 5

Número: 2

Páginas: 46-52

Tipo: Artículo

DOI: 10.9781/IJIMAI.2018.03.005 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: IJIMAI

Objetivos de desarrollo sostenible

Resumen

There is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise.