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健身视频游戏中行为改变策略的流行程度:基于理论的内容分析

Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

作者信息

Lyons Elizabeth Jane, Hatkevich Claire

机构信息

Institute for Translational Sciences, School of Medicine, University of Texas Medical Branch, Galveston, TX 77555-0342, USA.

出版信息

J Med Internet Res. 2013 May 7;15(5):e81. doi: 10.2196/jmir.2403.

Abstract

BACKGROUND

Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented.

OBJECTIVE

The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers.

METHODS

Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing.

RESULTS

The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those for the handheld motion controller console (mean 10.00, SD 2.74, P=.04).

CONCLUSIONS

Behavioral strategies for increasing self-efficacy and self-regulation are common in home console fitness video games. Social support and reinforcement occurred in approximately half of the studied games. Strategy prevalence varies by console type, partially due to greater feedback afforded by camera-based controllers. Experimental studies are required to test the effects of these strategies when delivered as interactive tools, as this medium may represent an innovative platform for disseminating evidence-based behavioral weight loss intervention components.

摘要

背景

健身视频游戏很受欢迎,但人们对其内容了解甚少。由于许多游戏包含模仿减肥干预计划中行为策略的互动工具,内容上的差异可能会影响玩家的身体活动和/或体重结果。因此,有必要更好地了解健身游戏中目前有哪些行为策略以及它们是如何实施的。

目的

本研究旨在调查家用健身视频游戏中循证行为策略的普遍程度。还将使用基于摄像头的控制器的游戏机游戏与使用手持运动控制器的游戏机游戏进行对比。

方法

系统识别了三款家用游戏机可用的健身游戏(N = 18),并由两名训练有素的编码员进行至少3小时的试玩测试。对于同一系列的多款游戏,仅纳入最新发布的游戏。索尼PlayStation 3和微软Xbox360是两款基于摄像头的游戏机,任天堂Wii是手持运动控制器游戏机。使用基于行为策略分类法的编码列表开始编码。根据试玩测试中发现的数据,通过迭代过程对代码进行完善。

结果

最普遍的行为策略是示范(17/18)、具体表现反馈(17/18)、强化(16/18)、热量消耗反馈(15/18)和指导练习(15/18)。所有游戏都包含某种关于表现准确性、锻炼频率和/或健身进展的反馈。行动计划(安排未来锻炼)是所纳入策略中最不普遍的(4/18)。12款游戏包含某种社交整合功能,其中9款提供实时多人游戏选项。只有两款游戏没有任何奖励功能。基于摄像头的游戏机游戏(均值12.89,标准差2.71)包含的策略比手持运动控制器游戏机游戏(均值10.00,标准差2.74,P = 0.04)更多。

结论

提高自我效能和自我调节的行为策略在家庭游戏机健身视频游戏中很常见。约一半的研究游戏中有社会支持和强化功能。策略的普遍程度因游戏机类型而异,部分原因是基于摄像头的控制器能提供更多反馈。需要进行实验研究来测试这些策略作为互动工具时的效果,因为这种媒介可能是传播循证行为减肥干预组件的创新平台。

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