With the inclusion of motion-based technologies such as the Wii-mote, Microsoft’s Kinect or the PlayStation Move, the possibilities for using video games for serious purposes have multiplied. The purpose of this article is to explore the state of the research related to the use of video games employing motion-based technology for purposes other than entertainment. After systematically searching digital databases and online journals, 33 relevant articles were included in the study. We found that motion-based technologies have been beneficial when applied to physical and health education, training, therapy, and learning in the classroom, however, it has been noted that virtual environments might not be able to replace a real environment. Moreover, it is not clear in which situations these technologies can have a more substantial benefit. Overall there is a need for the proposal of new hypotheses and more in-depth research.
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