Centre of Research, Education, Innovation and Intervention in Sport (CIFI2D), Faculty of sport, University of Porto, Rua Dr Plácido Costa, 91, 4200-450, Porto, Portugal.
Department of Physical Education and Sport Sciences, School of Education and Psychology, Shiraz University, Pardis-e-Eram, Eram Square, 71946-84759, Shiraz, Iran.
Sci Rep. 2017 Jul 12;7(1):5247. doi: 10.1038/s41598-017-05583-8.
Active video games (exergames) may provide short-term increase in energy expenditure. We explored the effects of gender and prior experience on aerobic and anaerobic energy systems contributions, and the activity profiles of 40 participants playing with a swimming exergame. We recorded oxygen consumption and assessed blood lactate after each swimming technique. We also filmed participants' gameplays, divided them into different phases and tagged them as active or inactive. Anaerobic pathway accounted for 8.9 ± 5.6% of total energy expenditure and although experienced players were less active compared to novice counterparts (η² < 0.15, p < 0.05), physiological measures were not different between performing groups. However, players with real-swimming experience during the first technique had higher heart rate (partial-η² = 0.09, p < 0.05). Our results suggest that short-term increase in physiological measures might happen in the beginning of gameplay because of unfamiliarity with the game mechanics. Despite low levels of activity compared to real sport, both aerobic and anaerobic energy systems should be considered in the evaluation of exergames. Game mechanics (involving the whole body) and strategies to minimize pragmatic play might be used for effective and meaningful game experience.
积极的视频游戏(运动游戏)可能会在短期内增加能量消耗。我们探索了性别和之前经验对有氧和无氧能量系统贡献的影响,以及 40 名参与者在游泳运动游戏中的活动情况。我们记录了氧耗量,并在每次游泳技术后评估了血乳酸。我们还拍摄了参与者的游戏过程,将其分为不同的阶段,并标记为活动或不活动。无氧途径占总能量消耗的 8.9±5.6%,尽管有经验的玩家比新手玩家更不活跃(η²<0.15,p<0.05),但两组的生理指标并无差异。然而,在第一技术中具有真实游泳经验的玩家的心率更高(偏η²=0.09,p<0.05)。我们的结果表明,由于对游戏机制不熟悉,生理指标可能会在游戏开始时短期增加。尽管与真实运动相比,活动水平较低,但在评估运动游戏时,应考虑有氧和无氧能量系统。游戏机制(涉及全身)和最小化实用游戏的策略可用于有效和有意义的游戏体验。