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训练有素的玩家进行5种运动游戏的能量消耗和游戏流程。

Energy cost and game flow of 5 exer-games in trained players.

作者信息

Bronner Shaw, Pinsker Russell, Noah J Adam

机构信息

ADAM Center, Long Island University, Brooklyn, NY, USA.

出版信息

Am J Health Behav. 2013 May;37(3):369-80. doi: 10.5993/AJHB.37.3.10.

Abstract

OBJECTIVES

To determine energy expenditure and player experience in exer-games designed for novel platforms.

METHODS

Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play.

RESULTS

Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™.

CONCLUSIONS

Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.

摘要

目的

确定为新型平台设计的健身游戏中的能量消耗和玩家体验。

方法

在5款基于音乐的健身游戏中测量了7名训练有素的玩家的能量消耗。参与者回答了一份关于“游戏沉浸感”、享受体验和游戏沉浸度的问卷。

结果

游戏过程中的能量消耗范围从中等到剧烈强度(4 - 9梅脱)。参与者在玩《节奏天国》时达到了最高的梅脱水平和游戏沉浸感,而在玩《Wii 舞力全开3》和《Kinect 舞动全身》时梅脱水平和游戏沉浸感最低。

结论

游戏沉浸感得分与梅脱水平呈正相关。在游戏开发过程中进行生理测量和游戏沉浸感测试可能有助于优化健身游戏玩家的活动和体验。

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