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“Wii”运动方式正确吗?了解健身游戏如何用于增进对运动行为的认识。

Are "Wii" Exercising Correctly? Understanding How Exergames Can Be Used to Increase Knowledge of Exercise Behavior.

作者信息

Limperos Anthony M

机构信息

Division of Instructional Communication & Research, University of Kentucky , Lexington, Kentucky.

出版信息

Games Health J. 2014 Feb;3(1):25-30. doi: 10.1089/g4h.2013.0066.

Abstract

OBJECTIVE

Many studies have investigated how commercial exergames can be used to increase physical activity and energy expenditure, but relatively few have focused on understanding if these games can impact learning of exercise behavior. The objective of this research is to understand how features of mediated exercise technologies can impact learning of exercise behavior.

SUBJECTS AND METHODS

One hundred thirty college students (mean age, 20.56 years old) participated in a between-subjects experiment where they spent approximately 10 minutes exercising with either the "Biggest Loser" exergame (for the Nintendo(®) [Redmond, WA] Wii™ console) or the Biggest Loser Workout Vol. 2 DVD. Then, participants filled out a questionnaire with items pertaining to interactivity, trainer liking, self-efficacy, and learning.

RESULTS

Analysis of covariance tests and meditational analyses were used to answer the questions of interest. Results indicated that participants who interacted with an exergame experienced greater interactivity and learning from playing the game than working out with the nearly identical exercise DVD. Furthermore, the relationship between playing an exergame and learning was mediated by interactivity.

CONCLUSIONS

This study suggests that exergames may be more beneficial than similar mediated exercise companions in encouraging learning about exercise. Theoretical and practical implications as well as limitations and future research considerations are discussed.

摘要

目的

许多研究探讨了如何利用商业健身游戏来增加身体活动和能量消耗,但相对较少有研究关注这些游戏是否能影响运动行为的学习。本研究的目的是了解介导运动技术的特征如何影响运动行为的学习。

受试者与方法

130名大学生(平均年龄20.56岁)参与了一项组间实验,他们分别使用《超级减肥王》健身游戏(适用于任天堂[华盛顿州雷德蒙德]Wii™游戏机)或《超级减肥王健身操第2卷》DVD进行约10分钟的锻炼。然后,参与者填写了一份问卷,内容涉及互动性、对教练的喜爱程度、自我效能感和学习情况。

结果

使用协方差分析测试和中介分析来回答相关问题。结果表明,与健身游戏互动的参与者在玩游戏过程中比使用几乎相同的健身DVD锻炼时体验到了更强的互动性和学习效果。此外,玩健身游戏与学习之间的关系是由互动性介导的。

结论

本研究表明,在促进运动学习方面,健身游戏可能比类似的介导运动辅助工具更有益。文中讨论了理论和实践意义以及局限性和未来研究的考虑因素。

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