Reprint

Emerging Technology Applications to Promote Physical Activity and Health

Edited by
March 2019
176 pages
  • ISBN978-3-03897-708-7 (Paperback)
  • ISBN978-3-03897-709-4 (PDF)

This book is a reprint of the Special Issue Emerging Technology Applications to Promote Physical Activity and Health that was published in

Medicine & Pharmacology
Public Health & Healthcare
Summary

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.

Format
  • Paperback
License
© 2019 by the authors; CC BY-NC-ND license
Keywords
anxiety; depression; exercise; mental health; virtual reality; senior citizens; perceived environmental factor; recreational physical activity; screen based sedentary behavior; pedometers; accelerometers; measurement; physical activity levels; active video games; motor activity; intelligence quotient; young children; physical activity; quality of life; social cognitive theory; wearable technology; real-time physical activity; wearable technology; fitness; Fitbits; breast cancer; mammogram; mobile phone-based health intervention; mHealth; app; health navigator; Korean American immigrant women; Autism; autism spectrum disorder; augmented reality; technology; Google Glass; social communication; safety; smartglasses; digital health; Amazon; Amazon Web Services; Google; sedentary behaviour; air quality; socio-ecological model; wrist-worn activity tracker; active video games; cardiorespiratory fitness; locomotor skills; motor skill competence; musculoskeletal fitness; object control skills; active video game; accelerometry; physical activity assessment; epoch; placement site; heart rate; preoperative anxiety; virtual reality game; preoperative experience; active video game; light physical activity; moderate-to-vigorous physical activity; sedentary behavior; sex difference; active video gaming; serious games; physical activity; physical exercise; sedentary behavior; narrative review