Promoting physical activity through active video games – Complete Phd and Masters Thesis

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Introduction

Physical inactivity is a significant global health concern that is associated with various chronic diseases such as obesity, cardiovascular disease, and diabetes. The promotion of physical activity is crucial in combating these health issues and improving overall well-being. In recent years, active video games (AVGs) have emerged as a popular and innovative approach to promoting physical activity among individuals of all ages. These games combine traditional video game elements with physical activity, providing a fun and engaging way to exercise.

This thesis explores the effectiveness of AVGs in promoting physical activity and improving health outcomes. By investigating the potential benefits and limitations of using AVGs as a form of exercise, this study aims to contribute to the existing body of knowledge on this topic. The findings of this research can inform healthcare professionals, policymakers, and game developers on the use of AVGs as a tool for promoting physical activity and improving public health.

Chapter 1: Introduction
1.1 Introduction
1.2 Background of study
1.3 Problem Statement
1.4 Objective of study
1.5 Limitation of study
1.6 Scope of study
1.7 Significance of study
1.8 Structure of the Thesis
1.9 Definition of terms

Chapter 2: Literature Review
2.1 Overview of physical activity and health
2.2 Evolution of active video games
2.3 Effectiveness of active video games in promoting physical activity
2.4 Factors influencing engagement in active video games
2.5 Impact of active video games on health outcomes
2.6 Comparison of active video games with traditional forms of exercise
2.7 Challenges and limitations of active video games
2.8 Potential future directions in active video game research
2.9 Summary of key findings
2.10 Conclusion

Chapter 3: Research Methodology
3.1 Research design
3.2 Sampling and data collection
3.3 Measures and instruments
3.4 Data analysis
3.5 Ethical considerations
3.6 Validity and reliability
3.7 Research limitations
3.8 Summary

Chapter 4: Discussion of Findings
4.1 Overview of study findings
4.2 Comparison of findings with existing literature
4.3 Implications for practice
4.4 Recommendations for future research
4.5 Strengths and limitations of the study
4.6 Conclusion

Chapter 5: Conclusion and Summary
5.1 Summary of key findings
5.2 Implications for promoting physical activity through active video games
5.3 Contributions to the field of health promotion
5.4 Recommendations for practice
5.5 Conclusion

Thesis Overview

Promoting physical activity through active video games is an innovative approach to addressing the global issue of physical inactivity and its associated health risks. This thesis aims to explore the effectiveness of active video games in promoting physical activity and improving health outcomes. Through a comprehensive review of the existing literature, this study seeks to provide valuable insights into the potential benefits and limitations of using active video games as a form of exercise.

The research methodology employed in this study includes a mixed-methods approach, combining qualitative and quantitative data collection methods to gain a comprehensive understanding of the impact of active video games on physical activity levels and health outcomes. By analyzing the findings of this research, this thesis aims to offer practical recommendations for healthcare professionals, policymakers, and game developers on the integration of active video games into physical activity promotion strategies.

In conclusion, this thesis highlights the potential of active video games as a promising tool for promoting physical activity and improving public health. By addressing the gaps in the existing literature and offering new insights into the field of health promotion, this study contributes to the growing body of knowledge on the use of active video games in promoting physical activity.

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