User-acceptance and flow in two gaming platforms used for exercise
暂无分享,去创建一个
Denis Martin | John Dixon | Paul Van Schaik | P. van Schaik | J. Dixon | A. MacSween | Denis Martin | Alasdair MacSween | Jonathan Robinson | Jonathan Robinson | J. Robinson
[1] N. C. Sharp,et al. Guidelines for Exercise Testing and Prescription , 1993 .
[2] Grant Schofield,et al. Energy expended by boys playing active video games. , 2011, Journal of science and medicine in sport.
[3] Noomi Katz,et al. Video capture virtual reality as a flexible and effective rehabilitation tool , 2004, Journal of NeuroEngineering and Rehabilitation.
[4] H. Stam,et al. ''Playstation eyetoy games'' improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial. , 2008, European journal of physical and rehabilitation medicine.
[5] B Dawson,et al. Accuracy and reliability of a Cosmed K4b2 portable gas analysis system. , 2004, Journal of science and medicine in sport.
[6] S. Flynn,et al. Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report , 2007, Journal of neurologic physical therapy : JNPT.
[7] J. Deutsch,et al. Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy , 2008, Physical Therapy.
[8] James A Levine,et al. Activity-promoting video games and increased energy expenditure. , 2009, The Journal of pediatrics.
[9] Gordon B. Davis,et al. User Acceptance of Information Technology: Toward a Unified View , 2003, MIS Q..
[10] H. Marsh,et al. Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale , 1996 .
[11] W. McIlroy,et al. Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation: A Pilot Randomized Clinical Trial and Proof of Principle , 2010, Stroke.
[12] G. Stratton,et al. The contribution of upper limb and total body movement to adolescents’ energy expenditure whilst playing Nintendo Wii , 2008, European Journal of Applied Physiology.
[13] Kenta Yamamoto,et al. METs in adults while playing active video games: a metabolic chamber study. , 2009, Medicine and science in sports and exercise.
[14] L. Cohen,et al. Effectiveness of Virtual Reality Exercises in STroke Rehabilitation (EVREST): Rationale, Design, and Protocol of a Pilot Randomized Clinical Trial Assessing the Wii Gaming System , 2010, International journal of stroke : official journal of the International Stroke Society.
[15] D. Rand,et al. The Sony PlayStation II EyeToy: Low-Cost Virtual Reality for Use in Rehabilitation , 2008, Journal of neurologic physical therapy : JNPT.
[16] J E Deutsch,et al. Virtual Reality-Based Approaches to Enable Walking for People Poststroke , 2007, Topics in stroke rehabilitation.