Resumo

Introduction

Children today see screen technologies as  integral to their daily lives (Cappella, 2000; Prensky,2001) thereby influencing how they spend their spare time and affecting time spent engaging inphysical activity. Excessive sedentary screen time has contributed to an increase in childhood obesity,higher incidences of disease, and difFiculties learning in school (Hancox
 Poulton, 2005; Robinson,2 ; Summerford, 2001; Vandewater, Bickham, Lee, 2006; Vandewater, et al-, 2005). Withsedentary screen time at an all-time high, research has shown that a new movement in interactive gamestechnologies, known as interactive fitness or exergames, is motivating children to be more active in anenvironment comfortable to them; one based in technology and gaming (Lleberman, 1997, 2001,2006; Prensky, 2001,2003).
 The pedagogical applications of  retail exergaming technology  as an educational tool to help achieve physical literacy could have a significant impact  in  the fight againstchildhood inactivity.

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