• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

运动游戏:尽管更费力,但感觉良好。

Exergaming: Feels good despite working harder.

作者信息

Glen Kate, Eston Roger, Loetscher Tobias, Parfitt Gaynor

机构信息

School of Psychology, University of South Australia, Adelaide, South Australia.

Alliance for Research in Exercise, Nutrition and Activity (ARENA), Sansom Institute for Health Research, School of Health Sciences, University of South Australia, Adelaide, South Australia.

出版信息

PLoS One. 2017 Oct 23;12(10):e0186526. doi: 10.1371/journal.pone.0186526. eCollection 2017.

DOI:10.1371/journal.pone.0186526
PMID:29059227
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5653295/
Abstract

Strategies to encourage exercise have led to research on cycle ergometer 'exergaming', as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycle ergometer with and without exergaming modes activated. A total of 20 participants aged between 18-40 years (M = 24.2 ± 5.9) completed a sub-maximal exercise test. Participants returned two days later to complete one 45 minute session of self-selected exercise with 15 minutes in each of 'control' (standard ergometer), 'track', and 'game' modes, with order randomized. Heart rate, work rate, perceived exertion, and affective valence were recorded during exercise. Dissociation and enjoyment were recorded in the rest interval between each mode. Participants exercised above ventilatory threshold (VT) in all three modes (track, M = 9.5 ± 12%; game, M = 6.2 ± 12%; and control, M = 4.4 ± 14% above VT) and at higher work rates (P < 0.05) exergaming (track, M = 94.5 ± 27.9; game, M = 96.2 ± 32.8 watts) than control (M = 86.6 ± 26.5 watts). Despite exercising at a higher intensity, participants perceived exercise during the exergaming modes to be most pleasant (P < 0.01), with greater enjoyment (P < 0.01) and dissociation (P < 0.01) in the game than track mode, and both modes higher on these variables than the control mode. Findings support the use of exergaming as a strategy to encourage individuals to exercise, with participants choosing to work harder physiologically, but reporting more positive psychological responses during and following the exercise.

摘要

鼓励锻炼的策略促使人们对自行车测力计“运动游戏”进行研究,以此作为增强锻炼乐趣的一种方式。这项研究通常规定了锻炼强度并采用单一的锻炼模式。本研究的目的是比较在激活和未激活运动游戏模式的情况下,参与者在自行车测力计上自行选择的锻炼强度。共有20名年龄在18至40岁之间(M = 24.2 ± 5.9)的参与者完成了一次亚极量运动测试。两天后,参与者回来完成一次45分钟的自行选择锻炼,在“对照”(标准测力计)、“赛道”和“游戏”模式下各锻炼15分钟,顺序随机。在锻炼过程中记录心率、工作率、主观用力程度和情感效价。在每种模式之间的休息间隔记录解离感和乐趣。参与者在所有三种模式下(赛道,高于通气阈值(VT)9.5 ± 12%;游戏,高于VT 6.2 ± 12%;对照,高于VT 4.4 ± 14%)均在通气阈值以上进行锻炼,并且在运动游戏(赛道,M = 94.5 ± 27.9;游戏,M = 96.2 ± 32.8瓦)时的工作率高于对照(M = 86.6 ± 26.5瓦)(P < 0.05)。尽管锻炼强度更高,但参与者认为运动游戏模式下的锻炼最愉快(P < 0.01),游戏模式下的乐趣(P < 0.01)和解离感(P < 0.01)高于赛道模式,并且这两种模式在这些变量上均高于对照模式。研究结果支持将运动游戏作为一种鼓励个体锻炼的策略,参与者在生理上选择更努力地锻炼,但在锻炼期间和锻炼后报告了更积极的心理反应。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/06b5/5653295/67e74f701b46/pone.0186526.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/06b5/5653295/67e74f701b46/pone.0186526.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/06b5/5653295/67e74f701b46/pone.0186526.g001.jpg

相似文献

1
Exergaming: Feels good despite working harder.运动游戏:尽管更费力,但感觉良好。
PLoS One. 2017 Oct 23;12(10):e0186526. doi: 10.1371/journal.pone.0186526. eCollection 2017.
2
Adaptive High-Intensity Exergaming: The More Enjoyable Alternative to Conventional Training Approaches Despite Working Harder.自适应高强度健身体验游戏:在更享受的体验中达到更高强度,与传统训练方法相比,更努力但更有趣。
Games Health J. 2021 Dec;10(6):400-407. doi: 10.1089/g4h.2021.0014. Epub 2021 Sep 23.
3
Heart rate and perceived exertion during self-selected intensities for exergaming compared to traditional exercise in college-age participants.在大学生参与者中,与传统运动相比,自主选择的电子游戏运动强度下的心率和感知用力。
J Strength Cond Res. 2011 Jun;25(6):1736-42. doi: 10.1519/JSC.0b013e3181e06f13.
4
Combining perceptual regulation and exergaming for exercise prescription in low-active adults with and without cognitive impairment.将感知调节与运动游戏相结合,用于有或无认知障碍的低活动水平成年人的运动处方制定。
BMC Sports Sci Med Rehabil. 2018 Jan 30;10:2. doi: 10.1186/s13102-018-0091-7. eCollection 2018.
5
Virtual-reality exergaming improves performance during high-intensity interval training.虚拟现实健身游戏可提高高强度间歇训练中的表现。
Eur J Sport Sci. 2019 Jul;19(6):719-727. doi: 10.1080/17461391.2018.1542459. Epub 2018 Nov 7.
6
Effects of music, video, and 360-degree video on cycle ergometer exercise at the ventilatory threshold.音乐、视频和 360 度视频对呼吸阈下踏车运动的影响。
Scand J Med Sci Sports. 2019 Aug;29(8):1161-1173. doi: 10.1111/sms.13453. Epub 2019 Jun 3.
7
Exergaming boxing versus heavy-bag boxing: are these equipotent for individuals with spinal cord injury?电子游戏拳击与重沙袋拳击:对于脊髓损伤患者来说,这两种运动方式的效果相当吗?
Eur J Phys Rehabil Med. 2017 Aug;53(4):527-534. doi: 10.23736/S1973-9087.17.04456-2. Epub 2017 Jan 13.
8
Comparison of College Students' Blood Pressure, Perceived Exertion, and Psychosocial Outcomes During Virtual Reality, Exergaming, and Traditional Exercise: An Exploratory Study.虚拟现实、运动游戏与传统运动对大学生血压、主观用力程度与心理社会结局影响的比较:一项探索性研究
Games Health J. 2020 Aug;9(4):290-296. doi: 10.1089/g4h.2019.0196. Epub 2020 Jun 30.
9
Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults.互动式电子游戏骑行比传统运动能让成年人消耗更多能量,且更有趣。
PLoS One. 2015 Mar 4;10(3):e0118470. doi: 10.1371/journal.pone.0118470. eCollection 2015.
10
The effect of exergaming on vascular function in children.运动游戏对儿童血管功能的影响。
J Pediatr. 2013 Sep;163(3):806-10. doi: 10.1016/j.jpeds.2013.03.076. Epub 2013 May 17.

引用本文的文献

1
Enhancing motivation for initiation and continuation of physical activity in older adults using sensory augmentation devices: a preliminary pre-post study.使用感官增强设备提高老年人开始和持续体育活动的动机:一项初步的前后对照研究。
Front Sports Act Living. 2025 Aug 22;7:1512002. doi: 10.3389/fspor.2025.1512002. eCollection 2025.
2
Acute psychological and physiological benefits of exercising with virtual reality.虚拟现实运动带来的急性心理和生理益处。
PLoS One. 2024 Dec 18;19(12):e0314331. doi: 10.1371/journal.pone.0314331. eCollection 2024.
3
Exercise Video Games are Associated with More Positive Affective Response, which Predicts Physical Activity Adherence.

本文引用的文献

1
Pleasure and displeasure from the body: Perspectives from exercise.来自身体的愉悦与不悦:运动视角
Cogn Emot. 2003 Mar;17(2):213-239. doi: 10.1080/02699930302292.
2
Submaximal, Perceptually Regulated Exercise Testing Predicts Maximal Oxygen Uptake: A Meta-Analysis Study.次最大量、感知调节运动测试预测最大摄氧量:一项荟萃分析研究。
Sports Med. 2016 Jun;46(6):885-97. doi: 10.1007/s40279-015-0465-x.
3
Self-efficacy versus perceived enjoyment as predictors of physical activity behaviour.自我效能感与感知乐趣作为身体活动行为的预测因素
运动类电子游戏与更积极的情感反应相关联,而这种情感反应能预测身体活动的坚持程度。
Psychol Sport Exerc. 2021 Jan;52. doi: 10.1016/j.psychsport.2020.101802. Epub 2020 Sep 25.
4
What I see and what I feel: the influence of deceptive visual cues and interoceptive accuracy on affective valence and sense of effort during virtual reality cycling.所见与所感:虚拟现实骑行过程中欺骗性视觉线索和内感受准确性对情感效价和努力感的影响。
PeerJ. 2023 Oct 4;11:e16095. doi: 10.7717/peerj.16095. eCollection 2023.
5
A systematic narrative review of extrinsic strategies to improve affective responses to exercise.一项关于改善运动情感反应的外在策略的系统叙述性综述。
Front Sports Act Living. 2023 Jul 11;5:1186986. doi: 10.3389/fspor.2023.1186986. eCollection 2023.
6
Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study.一种新型的具有身体反馈的家庭锻炼游戏的开发:可用性研究。
JMIR Serious Games. 2022 Dec 6;10(4):e38703. doi: 10.2196/38703.
7
Simultaneous Exercise and Cognitive Training in Virtual Reality Phase 2 Pilot Study: Impact on Brain Health and Cognition in Older Adults.虚拟现实中同步运动与认知训练:2期初步研究对老年人脑健康和认知的影响
Brain Plast. 2021 Oct 19;7(2):111-130. doi: 10.3233/BPL-210126. eCollection 2021.
8
Feasibility and safety of an immersive virtual reality-based vestibular rehabilitation programme in people with multiple sclerosis experiencing vestibular impairment: a protocol for a pilot randomised controlled trial.沉浸式虚拟现实前庭康复方案在多发性硬化症伴前庭功能障碍患者中的可行性和安全性:一项前瞻性随机对照试验方案。
BMJ Open. 2021 Nov 22;11(11):e051478. doi: 10.1136/bmjopen-2021-051478.
9
Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review.使用带或不带视频会议的主动视频游戏对青少年和青年癌症幸存者的健康结果的影响:系统评价。
J Cancer Surviv. 2022 Aug;16(4):714-727. doi: 10.1007/s11764-021-01065-z. Epub 2021 Jun 4.
10
Comparison Between Conventional Intervention and Non-immersive Virtual Reality in the Rehabilitation of Individuals in an Inpatient Unit for the Treatment of COVID-19: A Study Protocol for a Randomized Controlled Crossover Trial.新冠疫情住院患者康复中传统干预与非沉浸式虚拟现实的比较:一项随机对照交叉试验的研究方案
Front Psychol. 2021 Feb 24;12:622618. doi: 10.3389/fpsyg.2021.622618. eCollection 2021.
Psychol Health. 2016;31(4):456-69. doi: 10.1080/08870446.2015.1111372. Epub 2015 Nov 18.
4
Affective Responses to Acute Resistance Exercise Performed at Self-Selected and Imposed Loads in Trained Women.训练有素的女性对在自选负荷和强制负荷下进行的急性抗阻运动的情感反应。
J Strength Cond Res. 2015 Nov;29(11):3067-74. doi: 10.1519/JSC.0000000000000985.
5
Is a threshold-based model a superior method to the relative percent concept for establishing individual exercise intensity? a randomized controlled trial.基于阈值的模型在确定个体运动强度方面是否比相对百分比概念更具优势?一项随机对照试验。
BMC Sports Sci Med Rehabil. 2015 Jul 4;7:16. doi: 10.1186/s13102-015-0011-z. eCollection 2015.
6
Patterning of physiological and affective responses in older active adults during a maximal graded exercise test and self-selected exercise.老年活跃成年人在最大分级运动测试和自选运动期间生理和情感反应的模式。
Eur J Appl Physiol. 2015 Sep;115(9):1855-66. doi: 10.1007/s00421-015-3167-z. Epub 2015 Apr 16.
7
Interactive video game cycling leads to higher energy expenditure and is more enjoyable than conventional exercise in adults.互动式电子游戏骑行比传统运动能让成年人消耗更多能量,且更有趣。
PLoS One. 2015 Mar 4;10(3):e0118470. doi: 10.1371/journal.pone.0118470. eCollection 2015.
8
Self-selected or imposed exercise? A different approach for affective comparisons.自主选择还是强制锻炼?一种进行情感比较的不同方法。
J Sports Sci. 2015;33(8):777-85. doi: 10.1080/02640414.2014.968191. Epub 2014 Oct 30.
9
Can high-intensity exercise be more pleasant?: attentional dissociation using music and video.高强度运动能否更令人愉悦?:利用音乐和视频进行注意力解离
J Sport Exerc Psychol. 2014 Oct;36(5):528-41. doi: 10.1123/jsep.2013-0251.
10
Acute affective responses to prescribed and self-selected exercise sessions in adolescent girls: an observational study.青春期女孩对规定运动和自主选择运动课程的急性情感反应:一项观察性研究。
BMC Sports Sci Med Rehabil. 2014 Sep 25;6:35. doi: 10.1186/2052-1847-6-35. eCollection 2014.