TY  - BOOK
AU  - Lee, Jung Eun
AU  - Gao, Zan
AB  - 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.
DO  - 10.3390/books978-3-03897-709-4
ID  - OAPEN ID: 32829
KW  - virtual reality
KW  - Amazon Web Services
KW  - wrist-worn activity tracker
KW  - sex difference
KW  - motor skill competence
KW  - mental health
KW  - physical activity assessment
KW  - mHealth
KW  - augmented reality
KW  - musculoskeletal fitness
KW  - health navigator
KW  - Google Glass
KW  - cardiorespiratory fitness
KW  - fitness
KW  - safety
KW  - moderate-to-vigorous physical activity
KW  - young children
KW  - serious games
KW  - autism spectrum disorder
KW  - physical exercise
KW  - locomotor skills
KW  - active video game
KW  - air quality
KW  - app
KW  - Google
KW  - perceived environmental factor
KW  - motor activity
KW  - active video gaming
KW  - anxiety
KW  - digital health
KW  - narrative review
KW  - preoperative experience
KW  - real-time physical activity
KW  - quality of life
KW  - smartglasses
KW  - Amazon
KW  - intelligence quotient
KW  - mobile phone-based health intervention
KW  - Korean American immigrant women
KW  - Fitbits
KW  - exercise
KW  - epoch
KW  - wearable technology
KW  - measurement
KW  - active video games
KW  - preoperative anxiety
KW  - sedentary behaviour
KW  - mammogram
KW  - sedentary behavior
KW  - heart rate
KW  - social cognitive theory
KW  - senior citizens
KW  - social communication
KW  - breast cancer
KW  - technology
KW  - physical activity
KW  - Autism
KW  - accelerometry
KW  - socio-ecological model
KW  - light physical activity
KW  - recreational physical activity
KW  - screen based sedentary behavior
KW  - accelerometers
KW  - placement site
KW  - virtual reality game
KW  - pedometers
KW  - object control skills
KW  - depression
KW  - physical activity levels
L1  - https://mdpi.com/books/pdfview/book/1184
LA  - English
LK  - https://directory.doabooks.org/handle/20.500.12854/46266
PB  - MDPI - Multidisciplinary Digital Publishing Institute
PY  - 2019
SN  - 9783038977087
TI  - Emerging Technology Applications to Promote Physical Activity and Healthnull
ER  - 
