Mostrando 181 - 189 Resultados de 189 Para Buscar '"Nintendo"', tiempo de consulta: 0.07s Limitar resultados
  1. 181
    “…Relative to sedentary video games (e.g., Playstation 2®), playing physically active video games (e.g., Nintendo Wii Sports Boxing®) significantly increases caloric expenditure in children. …”
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  2. 182
    “…However, previously used systems such as the Nintendo Wii are no longer commercially available, and the physical design of other exergames is not suitable for OAs (ie, fall risks, accessibility issues, and games geared toward a younger population) with diverse physical and cognitive impairments. …”
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  3. 183
    “…The EG was submitted to 6 weeks of a virtual environment exercise program performed on a Nintendo Wii, and to a set of recreational activities. …”
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  4. 184
    por Liu, Haoyan, Xing, Yu, Wu, Ying
    Publicado 2022
    “…Numerous types of physical activity have been proposed to improve balance and strength in older adults with varying degrees of success. Nintendo's Wii Fit video exergame uses body movement as a game controller and provides real-time feedback for games designed to enhance balance and muscle strength. …”
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  5. 185
    “…Interventions predominantly used games released for the Nintendo Wii (8 studies) and Microsoft Xbox Kinect (3 studies). …”
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  6. 186
    “…A total of 42 motion-detecting devices were identified, and the majority (n=27, 64%) were created for the purpose of health care–related data collection, although approximately 25% were personal electronic devices (eg, smartphones and watches) and 11% were entertainment consoles (eg, Microsoft Kinect or Xbox and Nintendo Wii). The primary motion outcomes were related to gait (n=30), gross motor movements (n=25), and fine motor movements (n=23). …”
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  7. 187
    “…The most common VR platforms were Pico VR glasses, head-mounted displays, the Nintendo Wii, and the Xbox Kinect. VR intervention duration ranged from 2 weeks to 12 months (typically ≥4 wk). …”
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  8. 188
    “…OBJECTIVE: This study aimed to examine energy expenditure and enjoyment in adults with mobility impairment during AVG play using off-the-shelf (OTS) and adapted versions of the Wii Fit balance board (Nintendo). METHODS: During visit 1, participants completed a functional assessment and the familiarization period. …”
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  9. 189
    “…A comparison group performed active video-gaming (AVG) using Nintendo WII sport. We hypothesized some effect in both groups, but anticipated that the effect of HIIT would reach beyond AVG. …”
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