Young People and Exergames

A Case Study

Authors

  • José Carlos Almeida Couto Agrupamento de Escolas de Penalva do Castelo (AEPC)
  • Antonino Pereira Escola Superior de Educação (ESEV) - Instituto Politécnico de Viseu (IPV)

DOI:

https://doi.org/10.35699/1981-3171.2015.1126

Keywords:

Adolescent, Videogames, Motor Activity, Leisure Activities

Abstract

The active videogames also know as Exergames, try to promote a better interaction and movement during its practice. This study pretends to describe and comprehend the representations and practices and of 40 students from the Penalva do Castelo (Portugal), relatively to EXG. The qualitative method was used, resorting to the interview as the instrument to acquire data and to the content analysis as the technique to analyse data. The results reveal that younger students conceptualize EXG as games in which they have to use body movements to play them and the older ones define them as games in which they do movements and physical exercise. About the habits of practice girls are the ones that play the most and boys the one that spend more time during one session. Almost every student has a console at home and they prefer the Wii. The reasons why they play EXG are enjoyment and the practice of physical activity.

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References

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Published

2015-10-21

How to Cite

Couto, J. C. A., & Pereira, A. (2015). Young People and Exergames: A Case Study. LICERE - Revista Do Programa De Pós-graduação Interdisciplinar Em Estudos Do Lazer, 18(3), 36–60. https://doi.org/10.35699/1981-3171.2015.1126

Issue

Section

Artigos Originais