Emerging Technology Applications to Promote Physical Activity and Health—Volume II

A special issue of Journal of Clinical Medicine (ISSN 2077-0383). This special issue belongs to the section "Sports Medicine".

Deadline for manuscript submissions: closed (31 October 2022) | Viewed by 5094

Special Issue Editors

Department of Kinesiology, Recreation, and Sport Studies, The University of Tennessee, Knoxville, TN 37996, USA
Interests: physical activity epidemiology; physical activity interventions; emerging technology applications; physical activity measurement
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Guest Editor
Department of Applied Human Sciences, The University of Minnesota at Duluth, Duluth, MN 55812, USA
Interests: psychological correlates of physical activity; technology-based physical activity promotion; motor skill enhancement
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

In 2017–2018, our Special Issue titled “Emerging Technology Applications to Promote Physical Activity and Health—Volume I” was launched (https://www.mdpi.com/journal/jcm/special_issues/eta_physicalactivity_health). A large number of data-based findings and systematic reviews were presented from 16 studies which took place in various countries and regions of the world. These studies attempted to (1) examine the effects of exergaming on children’s physical activity and health outcomes; (2) explore the benefits of applying mobile apps, wearable devices and social media; (3) test the validity of activity monitors in assessing physical activity in various settings; (4) explore the application of augmented- and virtual-reality games in real-world settings; and (5) provide directions for future research and practice in the promotion of physical activity and health through emerging technology. The studies had been cited a total of 339 times and viewed 52,750 times as of October 2021.

As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase lifelong engagement with physical activity, these two ideas have become increasingly linked. Given the enormous success of the first volume, we believe that it is time to move forward to a second volume of this Special Issue, collecting additional insights into thorough and critical examinations of emerging technologies in physical activity and health promotion, particularly during and after the COVID pandemic. Again, in this second volume we are very keen to attract a global audience, and welcome any contributions on this subject from around the world.

Volume II aims to occupy 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 during and after the pandemic. The emerging technologies may include but are not limited to: active video games (exergaming), augmented reality games, big data analysis, data mining and text mining, deep learning/machine learning, digital health, mobile device apps, health wearables, mobile games, global positioning and geographic information systems, social media, and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this volume 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.

Dr. Zan Gao
Dr. Jung Eun Lee
Guest Editors

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Keywords

  • active video games
  • augmented reality games
  • big data analysis
  • data mining and text mining
  • deep learning/machine learning
  • digital health
  • exergaming
  • global positioning and geographic information systems
  • health wearables
  • mobile device apps
  • physical activity and health promotion
  • social media
  • virtual reality

Published Papers (3 papers)

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Research

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13 pages, 2212 KiB  
Article
Effects of Low-Immersive vs. High-Immersive Exercise Environment on Postural Stability and Reaction and Motor Time of Healthy Young Adults
by Julia Ciążyńska and Janusz Maciaszek
J. Clin. Med. 2023, 12(1), 389; https://doi.org/10.3390/jcm12010389 - 03 Jan 2023
Cited by 1 | Viewed by 1858
Abstract
(1) Background: Many young adults spend their time playing games and watching television. This type of spending time should be used effectively, so it’s worth adding exercise and immersion to them. Bearing in mind that the video games and physical exercise also improve [...] Read more.
(1) Background: Many young adults spend their time playing games and watching television. This type of spending time should be used effectively, so it’s worth adding exercise and immersion to them. Bearing in mind that the video games and physical exercise also improve postural stability, motor time (MT) and reaction time (RT), it is worth reaching for new technologies with immersion that are widely available and can be used, for example, as a remote intervention. This study aimed to compare the effects of a low vs. high-immersive exercise environment on postural stability, RT and MT in young adults. (2) Methods: Ninety-three participants were randomly divided into a control group (CG; n = 48) and experimental group (EG; n = 45). The CG exercised according to the Tabata self-made video display on a television set, and the EG exercised according to the Audio Trip exergame. In addition to the postural stability, RT and MT, we monitored the heart rate, breath rate and energy expenditure for safety reasons and to note any differences. (3) Results: Significant differences were observed for both groups in RT (F(2.182) = 3.14, p = 0.046, η2 = 0.03) and MT (F(2.182) = 3.07, p = 0.049, η2 = 0.03) and in postural stability in eyes closed (EC): F(2.182) = 3.66, p = 0.028, η2 = 0.04 and eyes open in one leg (EO-OL): F(2.182) = 5.814, p = 0.04, η2 = 0.07. (4) Conclusions: The inclusion of a higher immersion produces greater improvements in RT, MT. Additionally, after a low-immersive exercise environment, participants have higher center of pressure (COP) path length values with EC and EO-OL tests, which testifies to less postural stability. Regarding COP trajectory, a smaller area surface means better performance for high-immersive participants after 30 min of exercise. Full article
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11 pages, 288 KiB  
Article
Integrating Regular Exergaming Sessions in the ExerCube into a School Setting Increases Physical Fitness in Elementary School Children: A Randomized Controlled Trial
by Sascha Ketelhut, Lisa Röglin, Anna Lisa Martin-Niedecken, Claudio R. Nigg and Kerstin Ketelhut
J. Clin. Med. 2022, 11(6), 1570; https://doi.org/10.3390/jcm11061570 - 12 Mar 2022
Cited by 3 | Viewed by 2310
Abstract
This study aimed to investigate the effects of a school-based exergame intervention on anthropometric parameters and physical fitness. Fifty-eight students (10.4 ± 0.8 years; 48% girls) were randomized into an intervention (IG) and a control (CG) group. Both groups participated in regular physical [...] Read more.
This study aimed to investigate the effects of a school-based exergame intervention on anthropometric parameters and physical fitness. Fifty-eight students (10.4 ± 0.8 years; 48% girls) were randomized into an intervention (IG) and a control (CG) group. Both groups participated in regular physical education classes during the three-month intervention period. The IG additionally received a 20-minute exergame intervention twice per week. At baseline and following the intervention period, body mass index (BMI) and waist-to-height ratio (WHtR) were assessed. Furthermore, a sprint test (ST), a countermovement jump test (CMJ), and a shuttle run test (SRT) were performed. Due to prescribed quarantine measures, only 34 students (18 IG; 16 CG) were included in the final analysis. A significant group–time interaction was determined in CMJ performance (p < 0.001; η2 = 0.403), with a significant increase (+2.6 ± 2.4 cm; p < 0.001; η2 = 0.315) in the IG and a significant decrease (−2.0 ± 3.1 cm; p = 0.009; η2 = 0.190) in the CG. Furthermore, ST performance significantly improved in the IG (−0.03 ± 0.08 s; p = 0.012; η2 = 0.180) but not in the CG (0.13 ± 0.16 s; p = 0.460; η2 = 0.017), revealing significant interaction effects (p = 0.02; η2 = 0.157). Significant group–time interaction was observed for the SRT (p = 0.046; η2 = 0.122), with a significant increase (+87.8 ± 98.9 m; p = 0.028; η2 = 0.147) in the IG and no changes (−29.4 ± 219.7 m; p = 0.485; η2 = 0.016) in the CG. Concerning BMI (p = 0.157; η2 = 0.063) and WHtR (p = 0.063; η2 = 0.114), no significant interaction effects were detected. School-based exergaming is a suitable tool to influence students’ physical fitness positively. Full article

Review

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13 pages, 520 KiB  
Review
Effects of Family-Based Interventions Using Mobile Apps on Youth’s Physical Activity: A Systematic Review
by Pablo Rodríguez-González, Mohamed A. Hassan and Zan Gao
J. Clin. Med. 2022, 11(16), 4798; https://doi.org/10.3390/jcm11164798 - 17 Aug 2022
Cited by 8 | Viewed by 1717
Abstract
Objective. This review synthesized the currently available literature on the effects of family-based interventions using smartphone apps on youth physical activity. Design. Systematic review. Data Sources. 1037 studies from eight databases were retrieved. Eligibility Criteria for Selecting Studies. The [...] Read more.
Objective. This review synthesized the currently available literature on the effects of family-based interventions using smartphone apps on youth physical activity. Design. Systematic review. Data Sources. 1037 studies from eight databases were retrieved. Eligibility Criteria for Selecting Studies. The seven articles included in this review met the following inclusion criteria: (1) experimental studies, (2) using smartphone apps, and (3) involving families with healthy children/adolescents. Results. Studies were stratified according to whether they used smartphone apps only or the combination of sports wearables and their associated companion app. The smartphone app interventions showed significant improvements in youth’s PA levels. All but one of the studies reported no significant improvement in PA levels after the intervention. However, positive PA-related outcomes were found, and the combination of sports wearables and their associated companion app showed inconclusive results due to the small number of studies. A trend of the relevance of families in improving the PA levels of youths was found. Conclusions. The findings of this review indicate that more research is needed on the effects of family-based interventions using mobile apps on youth’s physical activity. Mixed results were found for variables related to the PA of the youth involved in these programs. Although strong evidence was found that youth’s physical activity levels do not always improve with the implementation of these programs, promising results were found for a positive impact on different variables related to physical activity. Therefore, more experimental studies using only a mobile app to promote PA as the main outcome are needed to understand the real effect of mobile apps on youth’s PA levels. Future studies need to further explore this topic by developing programs based on designs of high methodological quality. Full article
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