Staiano Amanda E, Abraham Anisha A, Calvert Sandra L
Children's Digital Media Center, Department of Psychology, Georgetown University, Washington, DC, USA.
J Diabetes Sci Technol. 2012 Jul 1;6(4):812-9. doi: 10.1177/193229681200600412.
Exergames (i.e., video games that require gross motor activity) may provide intrinsically motivating experiences that engage youth in sustained physical activity.
Thirty-one low-income 15- to 19-year-old overweight and obese African American adolescents were randomly assigned to a competitive exergame (n = 17) or a cooperative exergame (n = 14) condition. Participants played a preassigned Wii Active exergame routine that took between 30 and 60 min each school day, and sessions occurred during lunch time or an after-school program over a 6 month period. Participation was voluntary, so students decided whether to come or not on a given day. Cooperative exergame players worked together with a peer to expend calories and earn points, while competitive exergame players competed individually against a peer to expend calories and earn points. Motivation was measured through surveys and interviews at the end of the intervention, and energy expenditure was measured by accelerometry during game play.
Compared with the competitive group, the cooperative players were significantly more intrinsically motivated to play (p = .034, partial eta-squared = 0.366) and more psychologically attracted to the design of the exergame (p = .034, partial eta-squared = 0.320). Intrinsic motivation was significantly positively correlated with energy expenditure during game play: individuals who were motivated by control/choice had higher energy expenditure (p = .026), and those who were more goal motivated (p = .004) and more immersed in game play (p = .024) had lower energy expenditure during game play.
Cooperative exergame play produced higher intrinsic motivation to play the exergame than competitive exergame play did. Intrinsic motivation that came from a desire for control/choice was related to higher energy expenditure during game play. Cooperative exergame play holds promise as a method for engaging overweight and obese youth in physical activity.
健身游戏(即需要大幅度身体活动的电子游戏)可能会提供内在激励体验,促使青少年持续进行体育活动。
31名15至19岁低收入超重及肥胖的非裔美国青少年被随机分配至竞争性健身游戏组(n = 17)或合作性健身游戏组(n = 14)。参与者每天在学校按照预先安排的Wii Active健身游戏程序进行游戏,每次时长30至60分钟,活动在午餐时间或为期6个月的课后项目期间进行。参与是自愿的,所以学生们决定在特定的日子是否前来。合作性健身游戏玩家与同伴合作消耗卡路里并赚取积分,而竞争性健身游戏玩家则与同伴单独竞争消耗卡路里并赚取积分。干预结束时通过调查和访谈来衡量动机,游戏过程中的能量消耗通过加速度计进行测量。
与竞争组相比,合作组玩家在玩游戏时的内在动机显著更强(p = 0.034,偏 eta 平方 = 0.366),并且在心理上对健身游戏的设计更感兴趣(p = 0.034,偏 eta 平方 = 0.320)。内在动机与游戏过程中的能量消耗显著正相关:受控制/选择激励的个体能量消耗更高(p = 0.026),而那些目标动机更强(p = 0.004)且更沉浸于游戏(p = 0.024)的个体在游戏过程中的能量消耗更低。
与竞争性健身游戏相比,合作性健身游戏玩法能产生更高的玩游戏内在动机。源于对控制/选择渴望的内在动机与游戏过程中更高的能量消耗相关。合作性健身游戏玩法有望成为促使超重及肥胖青少年参与体育活动的一种方法。