Stationary Cycling Exergame Use Among Inactive Children in the Family Home: a Randomized Trial
The health benefits of interactive video game exercise
Abstract
The purpose of this report was to evaluate the effectiveness of interactive video games (combined with stationary cycling) on wellness-related physical fitness and do adherence in comparison with traditional aerobic grooming (stationary cycling lonely). College-aged males were stratified (aerobic fitness and torso mass) and then assigned randomly to experimental (n = seven) or command (due north = 7) conditions. Plan attendance, wellness-related physical fitness (including maximal aerobic power (VO2 max), body composition, muscular forcefulness, muscular power, and flexibility), and resting claret pressure level were measured earlier and after training (60%–75% eye rate reserve, three d/week for 30 min/d for 6 weeks). There was a significant difference in the attendance of the interactive video game and traditional grooming groups (78% ± 18% vs. 48% ± 29%, respectively). FiveO2 max was significantly increased after interactive video game (xi% ± 5%) but not traditional (iii% ± half dozen%) grooming. At that place was a significantly greater reduction in resting systolic claret force per unit area afterward interactive video game (132 ± 6 vs. 123 ± six mmHg) than traditional (131 ± seven vs. 128 ± 8 mmHg) training. There were no meaning changes in torso limerick after either training program. Attendance mediated the relationships betwixt status and changes in health outcomes (including VO2 max, vertical jump, and systolic blood pressure). The present investigation indicates that a training program that links interactive video games to cycle exercise results in greater improvements in health-related physical fettle than that seen afterwards traditional cycle exercise training. It appears that greater attendance, and thus a college volume of physical activeness, is the mechanism for the differences in health-related concrete fitness.
Résumé
Analyser l'influence des jeux vidéo interactifs combinés à une séance d'exercice sur un vélo stationnaire sur la condition physique santé et sur la persévérance en matière de pratique d'activité physique comparativement à une simple séance d'attempt sur un vélo stationnaire dans un contexte classique d'entraînement aérobie. Nous répartissons aléatoirement de jeunes hommes selon leur capacité aérobie et leur masse corporelle dans deux groupes, l'un expérimental (n = 7) et fifty'autre, témoin (n = seven). Au début et à la fin du programme d'entraînement (lx%–75% de la fréquence cardiaque de réserve, 3 jours par semaine à raison de 30 min par jour durant 6 semaines), nous évaluons le taux de participation, la pression sanguine au repos et la condition physique santé incluant les tests suivants : la puissance aérobie maximale ou 5O2 max, la composition corporelle, la forcefulness musculaire, la puissance musculaire et la flexibilité. On observe une différence significative du taux de participation dans les séances d'entraînement sur vélo stationnaire agrémentées de jeux vidéo interactifs comparativement aux séances classiques d'entraînement sur vélo stationnaire (78 % ± 18 % et 48 % ± 29 %, respectivement). On observe aussi une augmentation significative du 5O2 max dans le groupe expérimental (11 % ± 5 %) mais pas dans le groupe témoin (three % ± half dozen %). De plus, on observe une plus grande diminution de la pression sanguine au repos dans le groupe expérimental (de 132 ± six à 123 ± half-dozen mmHg) que dans le groupe témoin (de 131 ± 7 à 128 ± 8 mmHg). On n'discover pas de différence de composition corporelle entre les deux groupes. Le taux de participation est associé à la condition expérimentale et aux variations des valeurs des indicateurs de santé : VO2 max, hauteur de saut vertical et pression sanguine. D'après nos observations, un plan d'entraînement combinant des exercices physiques et des jeux vidéo interactifs suscite de plus grandes améliorations de la condition physique santé que ne le fait un programme d'entraînement classique sur vélo stationnaire. Il semble que le taux de participation soit l'élément-clé pour accroître la pratique de 50'activité physique et améliorer la condition physique santé.
Get full access to this article.
View all bachelor purchase options and go full access to this article.
References
Annesi, J.J. 1999. Effects of minimal group promotion on cohesion and exercise adherence. Small Group Res. 30: 542–557.
Annesi, J.J. 2001. Effects of music, television, and a combination entertainment system on lark, exercise adherence, and concrete output in adults. Can. J. Behav. Sci. 33: 193–202.
Annesi, J.J., and Mazas, J. 1997. Effects of virtual reality-enhanced exercise equipment on adherence and exercise-induced feeling states. Percept. Mot. Skills, 85: 835–844.
Baron, R.M., and Kenny, D.A. 1986. The moderator-mediator variable stardom in social psychological research: conceptual, strategic, and statistical considerations. J. Pers. Soc. Psychol. 51: 1173–1182.
Canadian Fitness and Lifestyle Enquiry Plant. 2001. 2001 Physical activity monitor. Canadian Fitness and Lifestyle Research Institute, Ottawa, Ont.
Canadian Society for Exercise Physiology. 1996. Canadian concrete activity, fitness and lifestyle arroyo. Canadian Society for Practise Physiology, Ottawa, Ont.
Dishman, R.K., and Buckworth, J. 1996. Increasing physical activeness: a quantitative synthesis. Med. Sci. Sports Exerc. 28: 706–719.
Emes, C.E. 1997. Is Mr. Pac Man eating our children? A review of the effect of video games on children. Can. J. Psychiatry, 42: 409–414.
Epstein, 50.H., and Roemmich, J.N. 2001. Reducing sedentary behavior: role in modifying physical activity. Exerc. Sport Sci. Rev. 29: 103–108.
Epstein, Fifty.H., Saelens, B.E., and O'Brien, J.Chiliad. 1995. Furnishings of reinforcing increases in active beliefs versus decreases in sedentary behavior for obese children. Int. J. Behav. Med. ii: 41–50.
Epstein, Fifty.H., Kilanowski, C.Thou., Consalvi, A.R., and Paluch, R.A. 1999. Reinforcing value of physical action every bit a determinant of child activity level. Wellness Psychol. 18: 599–603.
Faith, M.South., Berman, N., Heo, One thousand., Pietrobelli, A., Gallagher, D., Epstein, 50.H., et al. 2001. Effects of contingent boob tube on concrete activity and television receiver viewing in obese children. Pediatrics, 107: 1043–1048.
Goldfield, M.S., Kalakanis, L.Eastward., Ernst, Thou.M., and Epstein, 50.H. 2000. Open-loop feedback to increase physical activity in obese children. Int. J. Obes. Relat. Metab. Disord. 24: 888–892.
Goldfield, G.S., Mallory, R., Parker, T., Cunningham, T., Legg, C., Lumb, A., et al. 2006. Effects of open-loop feedback on physical action and tv viewing in overweight and obese children: a randomized, controlled trial. Pediatrics, 118: e157–e166.
Lieberman, D.A. 1997. Interactive video games for wellness promotion: effects on knowledge, cocky-efficacy, social support, and health. In Health promotion and interactive technology: theoretical applications and time to come directions. Edited by R.50. Street, W.R. Gilded, and T. Mannings. Lawrence Erlbaum Associates Inc., Mahwah, North.J. pp. 103–120.
Pescatello, L.S., Franklin, B.A., Fagard, R., Farquhar, W.B., Kelley, Thou.A., and Ray, C.A. 2004. American Higher of Sports Medicine position stand. Exercise and hypertension. Med. Sci. Sports Exerc. 36: 533–553.
Rhodes, R.E., Courneya, Thou.S., and Jones, L.Westward. 2004. Personality and social cognitive influences on do beliefs: adding the action trait to the theory of planned behavior. Psychol. Sport Exerc. 5: 243–254.
Roemmich, J.Due north., Gurgol, C.M., and Epstein, L.H. 2004. Open-loop feedback increases physical activity of youth. Med. Sci. Sports Exerc. 36: 668–673.
Saelens, B.Due east., and Epstein, L.H. 1998. Behavioral engineering of activity selection in obese children. Int. J. Obes. Relat. Metab. Disord. 22: 275–277.
Saelens, B.E., and Epstein, L.H. 1999. The rate of sedentary activities determines the reinforcing value of physical activeness. Health Psychol. 18: 655–659.
Sallis, J.F. 2001. Progress in behavioral research on physical activeness. Ann. Behav. Med. 23: 77–78.
Sayers, S.P., Harackiewicz, D.Five., Harman, East.A., Frykman, P.N., and Rosenstein, M.T. 1999. Cross-validation of three bound power equations. Med. Sci. Sports Exerc. 31: 572–577.
Warburton, D.E., Gledhill, N., and Quinney, A. 2001a. The furnishings of changes in musculoskeletal fitness on health. Can. J. Appl. Physiol. 26: 161–216.
Warburton, D.E., Gledhill, N., and Quinney, A. 2001b. Musculoskeletal fitness and wellness. Can. J. Appl. Physiol. 26: 217–237.
Warburton, D.E., Haykowsky, G.J., Quinney, H.A., Blackmore, D., Teo, G.Thou., Taylor, D.A., et al. 2004a. Claret volume expansion and cardiorespiratory role: effects of preparation modality. Med. Sci. Sports Exerc. 36: 991–thousand.
Warburton, D.E., Sheel, A.W., Hodges, A.N., Stewart, I.B., Yoshida, E.M., Levy, R.D., et al. 2004b. Effects of upper extremity practice grooming on peak aerobic and anaerobic fitness in patients after transplantation. Am. J. Cardiol. 93: 939–943.
Warburton, D.E., McKenzie, D.C., Haykowsky, G.J., Taylor, A., Shoemaker, P., Ignaszewski, A.P., et al. 2005. Effectiveness of high-intensity interval training for the rehabilitation of patients with coronary artery affliction. Am. J. Cardiol. 95: 1080–1084.
Warburton, D.Due east., Nicol, C.W., and Bredin, S.Due south. 2006a. Health benefits of concrete activity: the show. CMAJ, 174: 801–809.
Warburton, D.East., Nicol, C.Due west., and Bredin, S.S. 2006b. Prescribing exercise as preventive therapy. CMAJ, 174: 961–974.
Data & Authors
Information
Published In
Practical Physiology, Diet, and Metabolism
Book 32 • Number 4 • Baronial 2007
History
Received: 22 August 2006
Accepted: 12 March 2007
Published online: 18 June 2007
Key Words
- chronic affliction
- aerobic training
- virtual reality
Mots-clés
- maladie chronique
- entraînement aérobie
- monde virtuel
Authors
Metrics & Citations
Metrics
Other Metrics
Citations
Cite As
Darren E.R.WarburtonD.Due east.R. Warburton, Shannon S.D.BredinS.S.D. Bredin, Leslie T.L.HoritaL.T.L. Horita, DominikZbogarD. Zbogar, Jessica M.ScottJ.M. Scott, Ben T.A.EschB.T.A. Esch, and Ryan E.RhodesR.E. Rhodes. The health benefits of interactive video game do. Applied Physiology, Diet, and Metabolism. 32(iv): 655-663. https://doi.org/10.1139/H07-038
Consign Citations
If you take the appropriate software installed, you tin can download article commendation data to the citation manager of your selection. Just select your manager software from the list beneath and click Download.
Cited by
1. Social acceptance of serious games for physical and cerebral training in older adults residing in ambient assisted living environments
two. Exercise Training for People Living with a Fontan Circulation: An Underutilized Intervention
3. Eine empirische Analyse der Antezedenzien von Indoor-Cycling-Plattformen
4. Design and Evaluation of a Easily-Free Video Game Controller for Individuals With Motor Impairments
five. Virtual and augmented reality in the vestibular rehabilitation of peripheral vestibular disorders: systematic review and meta-assay
6. Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder
seven. Pharmacological and not-pharmacological management of spinocerebellar ataxia: A systematic review
eight. Adaptive High-Intensity Exergaming: The More Enjoyable Alternative to Conventional Training Approaches Despite Working Harder
ix. Apart we ride together: The motivations behind users of mixed-reality sports
x. Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study
11. Astute VR competitive cycling exercise enhanced cortical activations and encephalon functional network efficiency in MA-dependent individuals
12. A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
13. High-intensity exergaming for improved cardiorespiratory fitness: A randomised, controlled trial
fourteen. Role of Exergame Play on Cardiorespiratory Fitness and Body Composition in Overweight and Obese Children
15. To play or not to play? The relationship between active video game play and electrophysiological indices of food‐related inhibitory command in adolescents
16. Designing and Developing a Game with Marketing Concepts
17. Tailoring Scrum Methodology for Game Development
18. Using Video Games to Improve Capabilities in Conclusion Making and Cerebral Skill: A Literature Review
nineteen. A Kinect-based motor rehabilitation system for stroke recovery
20. Correlating Psychophysiological Responses of Exergaming Boxing for Predictive Heart Rate Regression Models in Young Adults
21. Issue of Active Video Games on Good for you Children's Central Motor Skills and Physical Fitness: A Systematic Review
22. Visual attention-aware quality estimation framework for omnidirectional video using spherical Voronoi diagram
23. Cardiac rehabilitation in the paediatric Fontan population: development of a home-based high-intensity interval training program
24. Comparison of a 12-Calendar week Whole-Torso Exergaming Program on Young Adults: Differentiation in Flexibility, Muscle Forcefulness, Reaction Fourth dimension, and Walking Speed Betwixt Sexes
25. Can Gaming Get You Fit?
26. Function of situational context in use constancy after disquisitional exergaming incidents
27. Serious Games equally Communicative Tools for Attitudinal and Behavioral Change
28. Interactive Game-Based Motor Rehabilitation Using Hybrid Sensor Architecture
29. Application of Game Therapy in the Health of Hereafter Elderly: An Feel Design Perspective
30. Exergaming With Shell Saber: An Investigation of Virtual Reality Aftereffects
31. Sampling Electrocardiography Confirmation for a Virtual Reality Hurting Management Tool
32. Effects of a Virtual Reality Trip the light fantastic toe Training Plan on Kyphosis Angle and Respiratory Parameters in Immature Women With Postural Hyperkyphosis: A Randomized Controlled Clinical Trial
33. Videogames in the Treatment of Obstructive Respiratory Diseases: A Systematic Review
34. Heart Rate and Breathing Variability for Virtual Reality Game Play
35. Virtual-reality exergaming improves functioning during high-intensity interval training
36. Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Main Studies
37. Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical operation: A systematic review and meta-analysis of randomized controlled trials
38. Predictors of stationary cycling exergame employ amongst inactive children in the family home
39. Issue of Chore-Specific Lower Extremity Training on Cerebral and Gait Function in Stroke Patients: A Prospective Randomized Controlled Trial
40. A QoE and Simulator Sickness Evaluation of a Smart-Exercise-Bike Virtual Reality System via User Feedback and Physiological Signals
41. Video-Game–Based Exercises for Older People With Chronic Depression Back Pain: A Randomized Controlledtable Trial (GAMEBACK)
43. Employing Interdisciplinary Approaches in Designing with Frail Older Adults; Advancing ABLE for Arts-Based Rehabilitative Play and Complex Learning
44. Classification of Physiological Data in Affective Exergames
45. Use of in-home stationary cycling equipment amongst parents in a family unit-based randomized trial intervention
46. Patient-centric ICTs based healthcare for students with learning, concrete and/or sensory disabilities
47. Energy Expenditure and Enjoyment During Active Video Gaming Using an Adjusted Wii Fit Residuum Board in Adults with Physical Disabilities (Preprint)
48. The Use of Geocaching as a Class of Physical Activity in Youth
49. Influence of Virtual Environments and Conversations on User Appointment During Multiplayer Exergames
50. An intelligent, adaptive, performance-sensitive, and virtual reality-based gaming platform for the upper limb
51. Astute intensity and motivation to play: comparison of structured and unstructured agile video games - a airplane pilot study
52. The Impact of Brain Breaks Classroom-Based Physical Activities on Attitudes toward Physical Action in Polish School Children in Third to Fifth Grade
53. Personal Grooming Mechanisms to Encourage Participation in Interactive Cycling
54. Functional Effects of Ankle Sprain
55. Immersion in Virtual Reality Can Increment Practice Motivation and Physical Performance
56. ABLE: An Arts-Based, Interactive Physical Therapy Platform for Seniors with Dementia and Frailty
57. Agile videogames promotes cardiovascular benefits in young adults? Randomized controlled trial
58. Stationary cycling exergame use amongst inactive children in the family home: a randomized trial
59. The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A Review
threescore. Ability-Based Balancing Using the Gross Motor Function Measure in Exergaming for Youth with Cerebral Palsy
61. Enhancing exercise experience with individual multi-emotion provoking game elements
62. Emotional journey for an emotion provoking cycling exergame
63. Exergaming: Feels good despite working harder
64. Do virtual reality games improve mobility skills and remainder measurements in community-dwelling older adults? Systematic review and meta-analysis
65. A service recovery method to enhance customer satisfaction with a case study of movement sport game
66. Gaming Your Way to Health: A Systematic Review of Exergaming Programs to Increment Wellness and Exercise Behaviors in Adults
67. Cloud-oriented emotion feedback-based Exergames framework
68. Precision of command every bit a function of control scheme: Implications for serious exertion games from a Flow perspective
69. Balancing for Gross Motor Ability in Exergaming Between Youth with Cerebral Palsy at Gross Motor Office Classification System Levels 2 and III
70. Furnishings of exergame training on the wellness promotion of young adults
71. Moving online physical education from oxymoron to efficacy
72. Usability Exam of Practise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Written report
73. Short and long-term furnishings of exergaming for the elderly
74. Infusing Concrete Activities Into the Classroom: Effects on Preschool Children's Geography Learning
75. Exergames for the corporate wellness program in Singapore: An investigation of employees' acceptance via watching Kinect video
76. Navigation of a virtual exercise environment with Microsoft Kinect past people post-stroke or with cerebral palsy
77. Physiological responses during exercise with video games in patients with cystic fibrosis: A systematic review
78. Wii Fit™ exercise therapy for the rehabilitation of ankle sprains: Its effect compared with concrete therapy or no functional exercises at all
79. Xbox Kinect™ based rehabilitation as a viable adjunct for modest upper limb burns rehabilitation: A pilot RCT
fourscore. Effects of Exergaming on Concrete Activity in Overweight Individuals
81. Physiological load associated with a Zumba ® fitness workout: a comparison airplane pilot written report between classes and a DVD
82. Virtual Reality and Eating, Diabetes, and Obesity
83. Competitive vs Affiliative Design of Immersive VR Exergames
84. Strategies to Design a Mixed-Reality Immersive Surround and Influence Teen Health Behaviors
85. Competition and cooperation with virtual players in an exergame
86. Physical Effort, Energy Expenditure, and Motivation in Structured and Unstructured Active Video Games: A Randomized Controlled Trial
87. Functional Effects of Ankle Sprain
88. Design of a virtual trainer for exergaming
89. The effects of exergaming on rest, gait, engineering acceptance and flow feel in people with multiple sclerosis: a randomized controlled trial
xc. The Effect of a Virtual Reality Based Practise Programme Utilizing Video Game on Health-Related Physical Activity and Physical Action Level in Adults with Developmental Inability
91. Improving aerobic chapters through active videogames: A randomized controlled trial
92. Exergame Apps and Physical Activity: The Results of the ZOMBIE Trial
93. Influence of cueing, feedback and directed attending on cycling in a virtual surround: Preliminary findings in salubrious adults and persons with Parkinson's disease
94. Exercise videogames for physical action and fitness: Design and rationale of the Wii Heart Fitness trial
95. The hope and challenge of virtual gaming technologies for chronic pain: the instance of graded exposure for low back pain
96. Interactive Video Game Cycling Leads to Higher Energy Expenditure and Is More Enjoyable than Conventional Do in Adults
97. EmotionBike: A Study of Provoking Emotions in Cycling Exergames
98. Is Gamification Constructive in Motivating Exercise?
99. Physical Activeness and Exercise Recommendations for Stroke Survivors
100. Community-Based Exergaming Program Increases Physical Activity and Perceived Wellness in Older Adults
101. From Simulation to Imitation
103. Cardiovascular and Affective Outcomes of Active Gaming
104. The effects of exercise intervention using KinectTM on good for you elderly individuals: A quasi-experimental study
105. Game-Based IT Solutions for Active and Healthy Aging
106. Free energy Expenditure and Exercise Intensity of Interactive Video Gaming in Individuals Poststroke
107. The Wellness Benefits and Challenges of Exercise Training in Persons Living with Schizophrenia: A Pilot Written report
108. An exergame framework for obesity monitoring and direction
109. A Novel Telehealth Approach to the Primary and Secondary Prevention of Cardiometabolic Disease
110. The Health Benefits of Active Gaming: Separating the Myths from the Virtual Reality
111. Interactive Reckoner Play as "Motor Therapy" for Individuals With Cerebral Palsy
112. Furnishings of Virtual Reality Based Video game and Rehabilitation Exercise on the Residual and Activities of Daily Living of Chronic Stroke Patients
113. Using Active Video Games for Concrete Activity Promotion
114. Potential Benefits of Nintendo Wii Fit Amid People with Multiple Sclerosis
115. An Exploratory Report Examining the Ceremoniousness and Potential Benefit of the Nintendo Wii every bit a Concrete Activeness Tool in Adults Aged ≥ 55 Years
116. The Effects of Aerobic Practise on Psychosocial Performance of Adolescents Who Are Overweight or Obese
117. Prevalence and Correlates of Exergaming in Youth
118. Interactive virtual reality Wii in geriatric day hospital: A study to assess its feasibility, acceptability and efficacy
119. Exploration games played on a DDR pad can establish beneficial concrete do
120. The Wii Guild: Gaming for Weight Loss in Overweight and Obese Youth
121. Videogames and Wellness Improvement: A Literature Review of Randomized Controlled Trials
122. Apply of Nintendo Wii Fit™ in the rehabilitation of outpatients following total knee replacement: a preliminary randomised controlled trial
123. Active video games every bit a course of exercise and the result of gaming feel: a preliminary study in healthy young adults
124. Importance of Patient Culture and Exergaming Blueprint for Clinical Populations: A Instance Serial on Exercise Adherence in Soldiers with Low
125. An Investigation of the Exergames Experience with Menses State, Enjoyment, and Concrete Fitness
126. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games
127. Role of Video Games in Improving Health-Related Outcomes
128. Feasibility and observed safety of interactive video games for physical rehabilitation in the intensive care unit: a instance series
129. Comparative Effectiveness of a 12-Calendar week Physical Activeness Intervention for Overweight and Obese Youth: Exergaming with "Dance Dance Revolution"
130. Digital Gaming and Pediatric Obesity: At the Intersection of Science and Social Policy
131. Interval training with Astrojumper
132. Energy Expenditure and Enjoyment during Video Game Play
133. Centre Charge per unit and Perceived Exertion During Self-Selected Intensities for Exergaming Compared to Traditional Exercise in College-Age Participants
134. Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits
135. The Power of Play: Innovations in Getting Agile Acme 2011
136. Potential Benefits of Nintendo Wii Fit Among People with Multiple Sclerosis
137. Learning in a Virtual Environment Using Haptic Systems for Movement Re-Educational activity: Tin can This Medium Exist Used for Remodeling other Behaviors and Deportment?
138. The hope of exergames as tools to mensurate physical health
139. Exergames Get Kids Moving
140. Exploring Haptic Feedback in Exergames
141. Furnishings of interactive video game cycling on overweight and obese boyish health
142. Interactive video dance games for good for you older adults
143. Effects of concrete activity on children's executive part: Contributions of experimental research on aerobic exercise
144. The Utility of a Video Game System in Rehabilitation of Burn and Nonburn Patients: A Survey Amid Occupational Therapy and Physiotherapy Practitioners
145. Effects of a Wobble Board-Based Therapeutic Exergaming System for Balance Training on Dynamic Postural Stability and Intrinsic Motivation Levels
146. Agent-Based Monitoring of Functional Rehabilitation Using Video Games
147. Electronic Games for Aged Care and Rehabilitation
148. Attitudes of Postmenopausal Women toward Interactive Video Dance for Exercise
149. Metabolic Requirements of Interactive Video Game Cycling
150. People with not-specific chronic low back hurting who accept participated in practise programs have preferences near do: a qualitative study
151. Practise rehabilitation in pediatric cardiomyopathy
152. Interactivating Rehabilitation through Active Multimodal Feedback and Guidance
153. Interactivating Rehabilitation through Active Multimodal Feedback and Guidance
View Options
Become Admission
View options
Full Text
Open Total Text Media
Media
Other
Tables
Source: https://cdnsciencepub.com/doi/abs/10.1139/h07-038
0 Response to "Stationary Cycling Exergame Use Among Inactive Children in the Family Home: a Randomized Trial"
Post a Comment