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Cybercycle

From Wikipedia, the free encyclopedia

A cybercycle is a type of exergame which combines a traditional stationary bike with virtual reality tours, competitive avatars, and videogame features.[1][2][3]

History

[edit]

The term "cybercycle" has been used to refer to a futuristic vehicle in science fiction stories[4] and video games.[5] Stationary bicycles in combination with 2D or 3D displays have been in existence since the early days of personal computers,[6] developing into virtual reality systems as graphic capabilities improved.[7] Cay Anderson-Hanley of Union College and Paul Arciero of Skidmore College labeled the bicycle-virtual-reality combination a "cybercycle" in 2008 when they began conducting research on the benefits cycling exergames, to avoid referring to specific brand names.

Cybercycles and health

[edit]

Anderson-Hanley and Arciero's research found increased cognitive benefits when older adults used cybercycles for exercise rather than ordinary stationary bicycles.[8][9][10][11] These results have been written about in news media around the world,[12][13] including The Wall Street Journal,[14] Press Association,[15] Medscape Medical News,[16] Additional research has been published on the benefits of cybercycling for college students [17] and also for children on the autism spectrum.[18]

Based on this research, some retirement communities have added cybercycles to their exercise equipment.[19][20]

References

[edit]
  1. ↑ Park, Alice (January 17, 2012). "Virtual Exercise Games Help Elderly Remain Mentally Sharp". Time.
  2. ↑ Park, Alice (January 30, 2012). "Exercise: Game On, Grandma (under 'Bat Signal'). Time. 179 (4): 14.
  3. ↑ "Bigger, better: La Posada's Pavilion gets $1.5 million upgrade". Green Valley News.
  4. ↑ "Lawnmower Man II:Beyond Cyberspace". Film Review. Orpheus Pub. 1996.
  5. ↑ McEvoy, Seth; Smith, Laure (1 July 1985). Revenge of the Raster gang. Dell. p. 67. ISBN 978-0-440-97354-6.
  6. ↑ "Video Junkies Need Release". Boca Raton News. July 15, 1983.
  7. ↑ "What is ... digital art? Art Radar explains" Archived 2015-07-14 at the Wayback Machine. Art Radar.
  8. ↑ "'Exergames' may provide cognitive benefit for older adults". Medical Xpress.
  9. ↑ Cybercycling Yields Benefits for Body and Brain : Discovery News
  10. ↑ Union College. (2012, Jan). Brain power: "Exergames" heighten health benefits for seniors, study by Union professor finds. http://www.union.edu/news/stories/2012/01/brain-power-exergames-provide-greater-health-benefits-for-seniors,-study-by-union-professor-finds.php Archived 2012-01-21 at the Wayback Machine.
  11. ↑ "Cognitive Benefit for Older Adults From 'Exergames'". Today's Geriatric Medicine.
  12. ↑ Phend, Crystal (January 16, 2012). "Cybercycling Gives Seniors a Brain Boost". MedPage Today.
  13. ↑ Wellbeing: Cybercycling for Better Health
  14. ↑ Lukits, A. (2012, Feb. 28). A Bike Built for a Virtual-Reality Brain Boost. The Wall Street Journal, 259(47), D2.
  15. ↑ Press Association. (2012, Jan. 17). Cyber exercise 'a mental boost.' MSN UK. http://news.uk.msn.com/health/cyber-exercise-a-mental-boost[permanent dead link].
  16. ↑ Shelley, A. (2012, Jan. 19). 'Exergaming' Helps Older Adults Improve Cognitive Function. Medscape Medical News.
  17. ↑ Issues in Psychology and Psychiatry—Special Fields: 2013 Edition. ScholarlyEditions. 1 May 2013. pp. 540–. ISBN 978-1-4901-1064-6.
  18. ↑ Blumberg, Fran C. (19 February 2014). Learning by Playing: Video Gaming in Education. Oxford University Press, USA. pp. 48–. ISBN 978-0-19-989665-3.
  19. ↑ "The Terraces of Phoenix First in State to Offer Cybercycle Exercise Program". States News Service. May 18, 2012. Archived from the original on September 24, 2015 – via HighBeam Research.
  20. ↑ "Barrington residents try CyberCycle". Community Recorder, via Cincinnati.com.