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Employing Immersive Technologies To Develop Fitness-Related Outcomes In Children And Youth: A Scoping Review

2022· review· en· W4294818968 on OpenAlexaff
Simon Schaerz, Amanda Mohamed, Morgan Boyes

Bibliographic record

VenueMedicine & Science in Sports & Exercise · 2022
Typereview
Languageen
FieldHealth Professions
TopicSports and Physical Education Research
Canadian institutionsLethbridge College
Fundersnot available
KeywordsPsychological interventionPsychologyVirtual realityEmerging technologiesApplied psychologyImmersive technologyMultimediaComputer scienceHuman–computer interactionArtificial intelligence

Abstract

fetched live from OpenAlex

Technologies that immerse users in virtual and augmented realities are becoming more common in physical activity and sport settings. Immersive technologies may be an effective tool for developing fitness-related outcomes in children and youth. Purpose: To compile peer-reviewed empirical articles and report on the effectiveness of immersive technologies in developing fitness-related outcomes in children and youth. Methods: Education resources information centre (ERIC), SPORTDiscus, and Child Development & Adolescent Studies databases were searched using keywords for immersive technologies (i.e., augmented reality, virtual reality) and the outcomes of interest (i.e., skill- and health-related components of fitness, physical activity, exercise). Pertinent information from the relevant articles (e.g., study design, findings) was charted and emerging themes were summarized. Results: The database search yielded 19 relevant articles. 15 reported positive effects of immersive technologies on fitness-related outcomes and four articles reported no effect. Charting of these articles revealed considerable variability in the technologies considered to be immersive. Many of the articles used low- or non-immersive technologies such as Xbox Kinect and Nintendo Wii as interventions. Charting also revealed frequent use of immersive technologies in developing skill-related components of fitness in children and youth with motor and cognitive impairments. Articles that studied non-impaired children and youth most often evaluated the effectiveness of immersive technologies in improving daily physical activity behaviours. Charting further revealed a paucity of, and considerable need for research on whether immersive technologies are effective in developing skill-related components of fitness in non-impaired children. Conclusions: Immersive technologies can be effective in developing fitness-related outcomes in children and youth; however, more research is required to evaluate the effectiveness of high and full immersion technologies in developing skill-related components of fitness in non-impaired children and youth.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.006
metaresearch head score (Gemma)0.004
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow), Insufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Other design · Consensus signal: none
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.790
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0060.004
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0030.000
Bibliometrics0.0020.009
Science and technology studies0.0010.001
Scholarly communication0.0000.000
Open science0.0010.001
Research integrity0.0000.002
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.121
GPT teacher head0.495
Teacher spread0.374 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designOther design
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2022
Admission routes1
Has abstractyes

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