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Alternative Model for Physical Activity: Active Video Games Lead to High Physiological Responses

dc.contributor.authorAygün, Cihan
dc.contributor.authorHayriye Çakır Atabek
dc.contributor.orcid0000-0001-8773-8777
dc.contributor.orcid0000-0002-2602-3521
dc.date.accessioned2025-11-13T10:24:41Z
dc.date.issued2021-07-12
dc.identifier.doihttps://doi.org/10.1080/02701367.2020.1864258
dc.identifier.endpage456
dc.identifier.issn0270-1367
dc.identifier.issue3
dc.identifier.openalexW3180850278
dc.identifier.startpage447
dc.identifier.urihttps://hdl.handle.net/11421/4068
dc.identifier.urihttps://doi.org/10.1080/02701367.2020.1864258
dc.identifier.volume93
dc.language.isoen
dc.relation.ispartofResearch Quarterly for Exercise and Sport
dc.rightsrestrictedAccess
dc.subjectRating of perceived exertion
dc.subjectPerceived exertion
dc.subjectHeart rate
dc.subjectPsychology
dc.subjectEnergy expenditure
dc.subjectPhysical activity
dc.subjectPhysical therapy
dc.subjectMetabolic equivalent
dc.subjectVO2 max
dc.subjectMedicine
dc.subjectInternal medicine
dc.subjectBlood pressure
dc.titleAlternative Model for Physical Activity: Active Video Games Lead to High Physiological Responses
dc.typeArticle
dspace.entity.typePublication
local.authorid.openalexA5059228512

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