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] and Zee News.[17] Additional research has been published on the benefits of cybercycling for college students [18] and also for children on the autism spectrum.[19]

Based on this research, some retirement communities have added cybercycles to their exercise equipment.[20][21]

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. ^ Cybercycling can boost brain function among seniors
  18. ^ Issues in Psychology and Psychiatry—Special Fields: 2013 Edition. ScholarlyEditions. 1 May 2013. pp. 540–. ISBN 978-1-4901-1064-6.
  19. ^ 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.
  20. ^ "The Terraces of Phoenix First in State to Offer Cybercycle Exercise Program.". States News Service May 18, 2012..
  21. ^ "Barrington residents try CyberCycle". Community Recorder, via Cincinnati.com.