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积极玩视频游戏时的参与度、乐趣和能量消耗。

Engagement, enjoyment, and energy expenditure during active video game play.

机构信息

Department of Health Behavior, The University of North Carolina.

Department of Nutrition, The University of North Carolina.

出版信息

Health Psychol. 2014 Feb;33(2):174-81. doi: 10.1037/a0031947. Epub 2013 Mar 25.

DOI:10.1037/a0031947
PMID:23527520
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4100462/
Abstract

OBJECTIVE

Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games.

METHOD

Young adults aged 18-35 (N = 97, 50 female) < 300 pounds played a Dance Dance Revolution game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis.

RESULTS

A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA < .001; 90% CI = .000-.206; p = .692. Enjoyment mediated the relationship between engagement and energy expenditure (indirect effect = .138, p = .028), but other mediated effects were not significant.

CONCLUSION

Engagement, enjoyment, and BMI affect energy expended during active video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games.

摘要

目的

玩动作活跃的视频游戏可以产生适度的身体活动水平,但人们对这些游戏如何激励玩家活跃起来知之甚少。一些心理预测因素,如能力感、控制感和参与感,可能与对游戏的享受有关,而游戏的享受又被假设可以预测游戏过程中的能量消耗。然而,这些关系尚未在动作活跃的视频游戏中得到检验。

方法

18-35 岁的年轻人(N=97,女性 50 名)体重<300 磅,他们玩了 13 分钟的《Dance Dance Revolution》游戏,同时使用间接测热法测量能量消耗。随后立即进行参与感、感知能力、感知控制和享受的自我报告测量。使用路径分析进行中介分析。

结果

一个模型,其中享受中介了参与感、感知能力和感知控制对能量消耗的影响,而 BMI 直接影响能量消耗,这个模型与数据拟合良好,χ(2)(1, N = 97) =.199, p =.655; CFI = 1.00; RMSEA <.001; 90% CI =.000-.206; p =.692。享受中介了参与感和能量消耗之间的关系(间接效应=.138, p =.028),但其他中介效应不显著。

结论

参与感、享受和 BMI 会影响在活跃的视频游戏中消耗的能量。更有趣和更有吸引力的游戏可能会产生更高强度的活动。在创建或推荐活跃的视频游戏时,开发者、从业者和研究人员应该考虑影响这些预测因素的特点。

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