Exergames: una herramienta tecnológica para la actividad física

Introduction: within the context of digital animation and serious games we found the exercise-videogames (Exergames), which are intended to stimulate the mobility of the whole body by using interactive environments with immersive experiences that simulate different sensations of presence. The Exergames become the physical activity (PA) technological approach that supplies users' needs evidenced in exercise, stimulating through of play and competition the PA. Objective: determine the level of interest generated in an intervention, which have the Exergames as a tool for the promotion of AF, especially games that are created for very specific purposes such as fitness. Materials and Methods: interventions were performed within 8 gyms and physical improving centers (PIC) in peak traffic hours with a sample population of 384 people, with an average interaction time of 10 minutes per user, using a system of gestural interaction to finally implement a survey as a tool for data collection, which included questions on ordinal and nominal scales closed type, which explored the user experience, tastes, habits, continuity, dedication and causes of discouragement or barriers when it comes to physical activity. Results: Implementation of Exergames in evaluated places was considered as a positive experience for 98% of users who view the use of interactive systems as an alternative for a directed routine, custom, making the moment more enjoyable when they are performing AF. Conclusion: exercise videogames are capable of generating motivation environments in gyms and PIC, providing technological alternatives that can solve problems of desertion or discouragement of users in these places.

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