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Anna Lisa Martin‐niedecken

Biographic Data

ID4782727
NAMEAnna Lisa Martin‐niedecken
GIVEN NAMESAnna Lisa
FAMILY NAMEMartin‐niedecken
SIGNATURENIEDECKEN A L M
AFFILIATIONSZurich University of the Arts
ORCID0000-0001-8726-1120
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS4
AUTHOR COUNT6
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2023
H-INDEX1
  • Evaluating Changes in Perceived Enjoyment throughout a 12-Week School-Based Exergaming Intervention

    Open Access•Lisa Röglin, Oliver Stoll et al.•ARTICLE•Children•2023

    This study assessed whether a high-intensity exergame represents an enjoyable training tool for children in the elementary school setting. Furthermore, it evaluated whether gender, body mass index (BMI), waist-to-height ratio (WHtR), fitness level, weekly physical activity level, and general interest in sports moderate perceived enjoyment during the 12-week intervention. Thirty fifth- and sixth-grade students (10.5 ± 0.7 years; 50% girls) partici…

  • Impact of an exergame intervention on cognitive-motor functions and training experience in young team sports athletes

    Open Access•Anna Lisa Martin‐niedecken, Valentin Bucher et al.•ARTICLE•Frontiers in Sports and Active…•2023•References: 2

    The ExerCube training yielded positive effects on concentration, flexibility, and divided attention indicating that exergaming can be an innovative training approach for team sports athletes

  • A Game-Based Approach to Lower Blood Pressure? Comparing Acute Hemodynamic Responses to Endurance Exercise and Exergaming

    Open Access•Eva Kircher, Sascha Ketelhut et al.•ARTICLE•International Journal of…•2022

    The present randomized crossover study aimed to determine whether an exergaming session in an innovative, functional fitness game could be an effective exercise approach that elicits favorable blood pressure (BP) responses, such as a typical moderate endurance exercise (ET). Therefore, acute hemodynamic responses after a training session in the ExerCube and an ET on a treadmill were assessed and compared. Twenty-eight healthy recreational active …

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

  • Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon

    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 4•References: 63

    Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and posit…

  • Body-centric computing

    Open Access•Florian Mueller, Florian "Floyd" Mueller et al.•ARTICLE•interactions•2018

    Not available

  • Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon

    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 4•References: 63

    Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and posit…

  • Body-centric computing

    Open Access•Florian Mueller, Florian "Floyd" Mueller et al.•ARTICLE•interactions•2018

    Not available

  • Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon

    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 4•References: 63

    Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and posit…

  • A Game-Based Approach to Lower Blood Pressure? Comparing Acute Hemodynamic Responses to Endurance Exercise and Exergaming

    Open Access•Eva Kircher, Sascha Ketelhut et al.•ARTICLE•International Journal of…•2022

    The present randomized crossover study aimed to determine whether an exergaming session in an innovative, functional fitness game could be an effective exercise approach that elicits favorable blood pressure (BP) responses, such as a typical moderate endurance exercise (ET). Therefore, acute hemodynamic responses after a training session in the ExerCube and an ET on a treadmill were assessed and compared. Twenty-eight healthy recreational active …

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

  • Evaluating Changes in Perceived Enjoyment throughout a 12-Week School-Based Exergaming Intervention

    Open Access•Lisa Röglin, Oliver Stoll et al.•ARTICLE•Children•2023

    This study assessed whether a high-intensity exergame represents an enjoyable training tool for children in the elementary school setting. Furthermore, it evaluated whether gender, body mass index (BMI), waist-to-height ratio (WHtR), fitness level, weekly physical activity level, and general interest in sports moderate perceived enjoyment during the 12-week intervention. Thirty fifth- and sixth-grade students (10.5 ± 0.7 years; 50% girls) partici…

  • Impact of an exergame intervention on cognitive-motor functions and training experience in young team sports athletes

    Open Access•Anna Lisa Martin‐niedecken, Valentin Bucher et al.•ARTICLE•Frontiers in Sports and Active…•2023•References: 2

    The ExerCube training yielded positive effects on concentration, flexibility, and divided attention indicating that exergaming can be an innovative training approach for team sports athletes

Medicine (4 works) · Computer Science (3 works) · Innovative Human-Technology Interaction (3 works) · Physical therapy (3 works) · Psychology (3 works) · Cardiovascular and exercise physiology (2 works) · Citation (2 works) · Digital Games and Media (2 works) · Engineering (2 works) · Impact of Technology on Adolescents (2 works)

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