Home Fascicolo n.4/2018 Bibliografia
Dai videogame all’exergaming
pubblicato nel Luglio - Agosto 2018 ne Il Fisioterapista - fascicolo n.4


  1. Videogiochi in Italia nel 2016. Dati sul mercato e sui consumatori. Rapporto AESVI
  2. Park T, Lee U, MacKenzie IS, et al. Human factors of speed-based exergame controllers. CHI 2014 Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems; pp. 1865-1874.
  3. Dance Dance Revolution, Konami official website
  4. The WiiHabilitation portal.
  5. Wii Fit Yoga.
  6. Nike+ Training for Kinect.
  7. Chamberlin B, Gallagher R. Exergames using video games to promote physical activity. Research Presentation Children, Youth and Families At Risk (CYFAR) Conference San Antonio, TX May 7, 2008.
  8. Baranowski T, Buday R, Thompson DI, Baranowski J. Playing for real: video games and stories for health-related behaviour change. Am J Prev Med 2008; 34(1): 74-82.
  9. Wigdor D, Wixon D. Brave NUI World: Designing Natural User Interfaces for Touch and Gesture. Burlington, MA: Morgan Kaufmann, 2011.
  10. Siegel SR, L Haddock B, Dubois AM, Wilkin LD. Active video/arcade games (exergaming) and energy expenditure in college students. Int J Exerc Sci 2009; 2(3): 165-74.
  11. Sween J, Wallington SF, Sheppard V, et al. The role of exergaming in improving physical activity: a review. J Phys Act Health 2014; 11(4): 864-70.
  12. Staiano AE, Flynn R. Therapeutic uses of active videogames: a systematic review. Games Health J 2014; 3(6): 351-65.
  13. Thirumalai M, Kirkland WB, Misko SR, Padalabalanarayanan S, Malone LA. Adapting the Wii Fit Balance Board to enable active video game play by wheelchair users: user-centered design and usability evaluation. JMIR Rehabil Assist Technol 2018; 5(1):e2.
  14. Manlapaz DG, Sole G, Jayakaran P, Chapple CM. A narrative synthesis of Nintendo Wii Fit gaming protocol in addressing balance among healthy older adults: what system works? Games Health J 2017; 6(2): 65-74.
  15. Gao Z, Pope Z, Lee JE, et al. Impact of exergaming on young children’s school day energy expenditure and moderate-to-vigorous physical activity levels. J Sport Health Scien 2017; 6(1): 11-6.
  16. Tobler-Ammann BC, Surer E, Knols RH, Borghese NA, de Bruin ED. User perspectives on exergames designed to explore the hemineglected space for stroke patients with visuospatial neglect: usability study. JMIR Serious Games 2017; 5(3): e18
  17. Oesch P, Kool J, Fernandez-Luque L, et al. Exergames versus self-regulated exercises with instruction leaflets to improve adherence during geriatric rehabilitation: a randomized controlled trial. BMC Geriatrics 2017; 17: 77.
  18. Tobler-Ammann BC, Surer E, de Bruin ED, et al. Exergames encouraging exploration of hemineglected space in stroke patients with visuospatial neglect: a feasibility study. JMIR Serious Games 2017; 5(3): e17.
  19. Barry G, Galna B, Rochester L. The role of exergaming in Parkinson’s disease rehabilitation: a systematic review of the evidence. J Neuroeng Rehabil 2014; 11: 33.
  20. Keshner EA, Fung J. The quest to apply VR technology to rehabilitation: tribulations and treasures. J Vestib Res 2017; 27(1): 1-5. 21.
  21. Giggins OM, Persson UM, Caulfield B. Biofeedback in rehabilitation. J Neuroeng Rehabil 2013; 10: 60.