Bufton Amy, Campbell Amity, Howie Erin, Straker Leon
School of Physiotherapy and Exercise Science, Curtin University, Perth, Western Australia, Australia.
School of Physiotherapy and Exercise Science, Curtin University, Perth, Western Australia, Australia.
Hum Mov Sci. 2014 Dec;38:84-93. doi: 10.1016/j.humov.2014.08.004. Epub 2014 Sep 28.
Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10-12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table tennis had significantly smaller (e.g. Wrist Angle Forehand Real-Kinect: Mean Difference (MD): -18.2°, 95% Confidence Interval (CI): -26.15 to -10.26) and slower (e.g. Average Speed Forehand Real-Kinect: MD: -1.98 ms(-1), 95% CI: -2.35 to -1.61) movements than when using all three AVGs. Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13-0.79) during playing with Kinect than Move and Wii. The movement patterns when playing real and virtual table tennis were different and this may impede the development of real world gross motor skills. Several elements, including display, input and task characteristics, may have contributed to the differences in movement patterns observed. Understanding the interface components for AVGs may help development of higher fidelity games to potentially enhance the development of gross motor skill and thus participation in PA.
根据其逼真度,主动式虚拟游戏(AVG)可能有助于大肌肉运动技能的发展。本研究比较了19名10至12岁儿童在三种AVG游戏机(任天堂Wii、Xbox Kinect、索尼Move)上玩乒乓球以及在现实世界任务中玩乒乓球时的运动模式。记录了手腕和肘关节角度、手部路径距离和速度。与使用所有三种AVG时相比,进行现实乒乓球运动的儿童的动作明显更小(例如,正手击球时手腕角度,现实与Kinect对比:平均差异(MD):-18.2°,95%置信区间(CI):-26.15至-10.26)且更慢(例如,正手击球时平均速度,现实与Kinect对比:MD:-1.98米/秒(-1),95%CI:-2.35至-1.61)。在使用Kinect玩乒乓球时,正手和反手击球的手部路径距离比使用Move和Wii时更小(例如,Kinect与Wii对比:MD:0.46米,95%CI:0.13 - 0.79)。现实乒乓球和虚拟乒乓球运动时的运动模式不同,这可能会阻碍现实世界中大肌肉运动技能的发展。包括显示、输入和任务特征在内的几个因素可能导致了所观察到的运动模式差异。了解AVG的界面组件可能有助于开发更高逼真度的游戏,从而有可能促进大肌肉运动技能的发展,进而提高体育活动(PA)的参与度。