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As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.
virtual reality --- Amazon Web Services --- wrist-worn activity tracker --- sex difference --- motor skill competence --- mental health --- physical activity assessment --- mHealth --- augmented reality --- musculoskeletal fitness --- health navigator --- Google Glass --- cardiorespiratory fitness --- fitness --- safety --- moderate-to-vigorous physical activity --- young children --- serious games --- autism spectrum disorder --- physical exercise --- locomotor skills --- active video game --- air quality --- app --- Google --- perceived environmental factor --- motor activity --- active video gaming --- anxiety --- digital health --- narrative review --- preoperative experience --- real-time physical activity --- quality of life --- smartglasses --- Amazon --- intelligence quotient --- mobile phone-based health intervention --- Korean American immigrant women --- Fitbits --- exercise --- epoch --- wearable technology --- measurement --- active video games --- preoperative anxiety --- sedentary behaviour --- mammogram --- sedentary behavior --- heart rate --- social cognitive theory --- senior citizens --- social communication --- breast cancer --- technology --- physical activity --- Autism --- accelerometry --- socio-ecological model --- light physical activity --- recreational physical activity --- screen based sedentary behavior --- accelerometers --- placement site --- virtual reality game --- pedometers --- object control skills --- depression --- physical activity levels
Choose an application
As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.
virtual reality --- Amazon Web Services --- wrist-worn activity tracker --- sex difference --- motor skill competence --- mental health --- physical activity assessment --- mHealth --- augmented reality --- musculoskeletal fitness --- health navigator --- Google Glass --- cardiorespiratory fitness --- fitness --- safety --- moderate-to-vigorous physical activity --- young children --- serious games --- autism spectrum disorder --- physical exercise --- locomotor skills --- active video game --- air quality --- app --- Google --- perceived environmental factor --- motor activity --- active video gaming --- anxiety --- digital health --- narrative review --- preoperative experience --- real-time physical activity --- quality of life --- smartglasses --- Amazon --- intelligence quotient --- mobile phone-based health intervention --- Korean American immigrant women --- Fitbits --- exercise --- epoch --- wearable technology --- measurement --- active video games --- preoperative anxiety --- sedentary behaviour --- mammogram --- sedentary behavior --- heart rate --- social cognitive theory --- senior citizens --- social communication --- breast cancer --- technology --- physical activity --- Autism --- accelerometry --- socio-ecological model --- light physical activity --- recreational physical activity --- screen based sedentary behavior --- accelerometers --- placement site --- virtual reality game --- pedometers --- object control skills --- depression --- physical activity levels
Choose an application
As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.
virtual reality --- Amazon Web Services --- wrist-worn activity tracker --- sex difference --- motor skill competence --- mental health --- physical activity assessment --- mHealth --- augmented reality --- musculoskeletal fitness --- health navigator --- Google Glass --- cardiorespiratory fitness --- fitness --- safety --- moderate-to-vigorous physical activity --- young children --- serious games --- autism spectrum disorder --- physical exercise --- locomotor skills --- active video game --- air quality --- app --- Google --- perceived environmental factor --- motor activity --- active video gaming --- anxiety --- digital health --- narrative review --- preoperative experience --- real-time physical activity --- quality of life --- smartglasses --- Amazon --- intelligence quotient --- mobile phone-based health intervention --- Korean American immigrant women --- Fitbits --- exercise --- epoch --- wearable technology --- measurement --- active video games --- preoperative anxiety --- sedentary behaviour --- mammogram --- sedentary behavior --- heart rate --- social cognitive theory --- senior citizens --- social communication --- breast cancer --- technology --- physical activity --- Autism --- accelerometry --- socio-ecological model --- light physical activity --- recreational physical activity --- screen based sedentary behavior --- accelerometers --- placement site --- virtual reality game --- pedometers --- object control skills --- depression --- physical activity levels --- virtual reality --- Amazon Web Services --- wrist-worn activity tracker --- sex difference --- motor skill competence --- mental health --- physical activity assessment --- mHealth --- augmented reality --- musculoskeletal fitness --- health navigator --- Google Glass --- cardiorespiratory fitness --- fitness --- safety --- moderate-to-vigorous physical activity --- young children --- serious games --- autism spectrum disorder --- physical exercise --- locomotor skills --- active video game --- air quality --- app --- Google --- perceived environmental factor --- motor activity --- active video gaming --- anxiety --- digital health --- narrative review --- preoperative experience --- real-time physical activity --- quality of life --- smartglasses --- Amazon --- intelligence quotient --- mobile phone-based health intervention --- Korean American immigrant women --- Fitbits --- exercise --- epoch --- wearable technology --- measurement --- active video games --- preoperative anxiety --- sedentary behaviour --- mammogram --- sedentary behavior --- heart rate --- social cognitive theory --- senior citizens --- social communication --- breast cancer --- technology --- physical activity --- Autism --- accelerometry --- socio-ecological model --- light physical activity --- recreational physical activity --- screen based sedentary behavior --- accelerometers --- placement site --- virtual reality game --- pedometers --- object control skills --- depression --- physical activity levels
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