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探索儿童在虚拟现实视频游戏中的运动特征。

Exploring children's movement characteristics during virtual reality video game play.

机构信息

School of Rehabilitation Science, McMaster University, Institute for Applied Health Sciences, 1400 Main Street West, Hamilton, Ontario, Canada.

出版信息

Hum Mov Sci. 2010 Dec;29(6):1023-38. doi: 10.1016/j.humov.2010.06.006. Epub 2010 Aug 17.

DOI:10.1016/j.humov.2010.06.006
PMID:20724014
Abstract

There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p<.001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments.

摘要

人们对在儿科康复中使用商业上可用的虚拟现实视频游戏系统越来越感兴趣,但对于游戏过程中的运动特征知之甚少。本研究描述了任天堂 Wii 和 Wii Fit 游戏过程中的运动数量和质量,探讨了游戏之间以及新手和经验丰富的玩家之间这些运动特征的差异,并调查了在游戏中取得成功的动机是否会影响运动特征。38 名儿童(年龄 7-12 岁)有或没有之前的游戏经验,玩 Wii(拳击和网球)和 Wii Fit(滑雪障碍赛和足球顶球)游戏。压力板数据提供了压力中心位移(数量),处理后的骨盆运动表明了骨盆运动的平稳度(质量)。孩子们对每个游戏的成功动机进行了评分。运动数量和质量在游戏之间存在差异(p<.001)。有之前玩 Wii Fit 游戏经验的儿童在玩 Wii Fit 游戏时表现出更大的运动数量(p<.001);两组之间的运动质量没有差异。成功的动机并没有影响经验和结果之间的关系。研究结果增强了对这项技术的临床理解,并为探索其改善运动障碍儿童运动技能的潜力的研究问题提供了信息。

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