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打造更好的捕鼠器(健身游戏)以增加青少年的身体活动量。

Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity.

作者信息

Baranowski Tom, Maddison Ralph, Maloney Ann, Medina Ernie, Simons Monique

机构信息

1 USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas.

2 National Institute for Health Innovation, University of Auckland , Auckland, New Zealand .

出版信息

Games Health J. 2014 Apr;3(2):72-8. doi: 10.1089/g4h.2014.0018.

Abstract

Although exergames have been demonstrated to induce moderate levels of physical activity (PA) if played as designed, there is conflicting evidence on use of exergaming leading to increased habitual PA. Exergames have increased PA in some home and school studies, but not others. Exergames have been used in community centers to good effect, but this has not generally been validated with research. PA from exergames may be enhanced by innovative use of sensors, "fun"-enhancing procedures, tailored messaging, message framing, story or narrative, goal setting, feedback, and values-based messaging. Research is needed on PA-enhancing procedures used within exergames for youth to provide a firmer foundation for the design and use of exergames in the future.

摘要

尽管已有研究表明,如果按照设计进行游戏,运动游戏能够引发适度的身体活动,但关于运动游戏的使用是否会导致习惯性身体活动增加,目前存在相互矛盾的证据。在一些家庭和学校研究中,运动游戏增加了身体活动,但在其他研究中却没有。运动游戏已在社区中心得到有效应用,但这一效果通常尚未得到研究验证。通过创新使用传感器、增强“趣味性”的程序、量身定制的信息、信息框架、故事或叙事、目标设定、反馈以及基于价值观的信息传递,运动游戏中的身体活动可能会得到增强。需要针对青少年运动游戏中用于增强身体活动的程序开展研究,以便为未来运动游戏的设计和使用提供更坚实的基础。

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