Utilization of Exergames as Physical Activity to Reduce Cardiovascular Diseases Among Adolescent
Faculty Advisor Name
Corey A. Hickerson
Department
School of Communication Studies
Description
Utilization of Exergames as Physical Activity to Reduce Cardiovascular Diseases Among Adolescent
Imagine a world where the captivating allure of video games converges with the pursuit of better health, where a console controller becomes a tool for not only entertainment but also transformation. This is the world of 'exergames' – an engaging blend of captivating exercise and gaming experience that functions both as a physical activity and as a form of entertainment (Best, 2015). “Exercise games are designed to promote a healthy lifestyle, improve health and vitality, and prevent disease by training people in a fun and competitive environment” (Kim et al., 2022, p. 1). This innovation provides an engaging and challenging workout while allowing gamers to pursue their goals in a virtual world (Huang et al., 2018). They can also motivate people to practice healthier habits in a light-hearted and entertaining way.
Barnett et al. (2018) established that young adults and adolescents today are more likely to be sedentary than in the past because of their commitment and passion for digital game-play activities. One of the most prominent forms of technology geared specifically towards their age group is video games. Granic, Lobel, and Engels (2014) concluded that video games could serve as interventions to enhance well-being, encompassing the prevention of cardiovascular diseases and the treatment of mental health issues in young adults, irrespective of their level of engagement or enthusiasm for gaming.
Despite extensive research on physical activity, the WHO report of 2019 highlights that a significant portion of the global population, including 81% of adolescents (aged 11–17 years), falls short of meeting the WHO's recommended activity levels, underlining a critical public health challenge, and cardiovascular disease (CVD) is one of these health challenges facing today’s adolescents (WHO, 2014; WHO, 2019). This study, therefore, aims to comprehensively investigate the engagement, and impact of exergames on adolescents and young adults, with a focus on how they promote cardiovascular health, utilizing quantitative methods to address specific research questions and examine the potential relationship between exergames use and cardiovascular health indicators while considering individual, demographic, and behavioral factors.
A descriptive cross-sectional survey using a self-administered semi-structured questionnaire will be designed for this study. This methodology allows for the collection of rich and diverse data from a wide range of participants within a specific timeframe (Bowling & Ebrahim, 2005). The cross-sectional design allows for the examination of both independent (exergames use) and dependent variables, (cardiovascular health promotion), providing a comprehensive view of the prevalence and distribution of cardiovascular health indicators among the adolescent population in the city.
The findings from this study will help in the design of programs and formulation of policies aimed at preventing non-communicable especially cardiovascular diseases CVDs among adolescents within the city of Harrisonburg Virginia.
Utilization of Exergames as Physical Activity to Reduce Cardiovascular Diseases Among Adolescent
Utilization of Exergames as Physical Activity to Reduce Cardiovascular Diseases Among Adolescent
Imagine a world where the captivating allure of video games converges with the pursuit of better health, where a console controller becomes a tool for not only entertainment but also transformation. This is the world of 'exergames' – an engaging blend of captivating exercise and gaming experience that functions both as a physical activity and as a form of entertainment (Best, 2015). “Exercise games are designed to promote a healthy lifestyle, improve health and vitality, and prevent disease by training people in a fun and competitive environment” (Kim et al., 2022, p. 1). This innovation provides an engaging and challenging workout while allowing gamers to pursue their goals in a virtual world (Huang et al., 2018). They can also motivate people to practice healthier habits in a light-hearted and entertaining way.
Barnett et al. (2018) established that young adults and adolescents today are more likely to be sedentary than in the past because of their commitment and passion for digital game-play activities. One of the most prominent forms of technology geared specifically towards their age group is video games. Granic, Lobel, and Engels (2014) concluded that video games could serve as interventions to enhance well-being, encompassing the prevention of cardiovascular diseases and the treatment of mental health issues in young adults, irrespective of their level of engagement or enthusiasm for gaming.
Despite extensive research on physical activity, the WHO report of 2019 highlights that a significant portion of the global population, including 81% of adolescents (aged 11–17 years), falls short of meeting the WHO's recommended activity levels, underlining a critical public health challenge, and cardiovascular disease (CVD) is one of these health challenges facing today’s adolescents (WHO, 2014; WHO, 2019). This study, therefore, aims to comprehensively investigate the engagement, and impact of exergames on adolescents and young adults, with a focus on how they promote cardiovascular health, utilizing quantitative methods to address specific research questions and examine the potential relationship between exergames use and cardiovascular health indicators while considering individual, demographic, and behavioral factors.
A descriptive cross-sectional survey using a self-administered semi-structured questionnaire will be designed for this study. This methodology allows for the collection of rich and diverse data from a wide range of participants within a specific timeframe (Bowling & Ebrahim, 2005). The cross-sectional design allows for the examination of both independent (exergames use) and dependent variables, (cardiovascular health promotion), providing a comprehensive view of the prevalence and distribution of cardiovascular health indicators among the adolescent population in the city.
The findings from this study will help in the design of programs and formulation of policies aimed at preventing non-communicable especially cardiovascular diseases CVDs among adolescents within the city of Harrisonburg Virginia.