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一款自行车动感电子游戏对玩家身体活动及积极性的影响。

The effects of a bike active video game on players' physical activity and motivation.

作者信息

Pasco Denis, Roure Cédric, Kermarrec Gilles, Pope Zachary, Gao Zan

机构信息

School of Education, The University of Bourgogne Franche-Comté, Besançon 25000, France.

Faculty of Movement Sciences, The Catholic University of Louvain, Louvain-La-Neuve B-1348, Belgium.

出版信息

J Sport Health Sci. 2017 Mar;6(1):25-32. doi: 10.1016/j.jshs.2016.11.007. Epub 2016 Nov 24.

Abstract

BACKGROUND

Players may not acquire adequate levels of moderate-to-vigorous physical activity (MVPA) when playing commercial video games. This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.

METHODS

An experimental design was used with 163 students (aged 20.31 ± 1.30, 18-26 years, 61.3% male), all of whom were randomly allocated into an experimental group and a control group. Physical activity (PA) levels were assessed with ActiGraph GT3X+ (ActiGraph Inc., Fort Walton Beach, FL, USA) accelerometers. The situational interest scale was used to evaluate students' situational interest in both groups. Multivariate analysis of variance was conducted to examine the differences between sedentary behavior, PA levels, and situational interest between groups. Regression analyses were also used, with the purpose being to evaluate the strength of the relationship between PA and situational interest.

RESULTS

Results revealed that the experimental group had higher degrees of sedentary behavior, light PA, total interest, instant enjoyment, exploration intention, attention demand, novelty, and challenge, whereas the control group received higher scores for MVPA (control 95.01% . experimental group 89.94%). Regression analysis indicated that instant enjoyment ( = 0.49, <0.01), exploration intention ( = 0.18, <0.05), and attention demand ( = 0.17, <0.05) were positive predictors for total interest, explaining 43% of its variance.

CONCLUSION

A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players.

摘要

背景

玩家在玩商业电子游戏时可能无法达到足够水平的中等到剧烈身体活动(MVPA)。本研究的目的是评估一款通过基于移动应用程序的健身游戏来玩的健身自行车电子游戏的效果,该游戏专为促进参与者的MVPA而设计,同时还特别关注该游戏促进更高情境兴趣的能力。

方法

采用实验设计,招募了163名学生(年龄20.31±1.30岁,18 - 26岁,61.3%为男性),他们均被随机分配到实验组和对照组。使用ActiGraph GT3X +(美国佛罗里达州沃尔顿堡滩的ActiGraph公司)加速度计评估身体活动(PA)水平。情境兴趣量表用于评估两组学生的情境兴趣。进行多变量方差分析以检验两组之间久坐行为、PA水平和情境兴趣的差异。还使用了回归分析,目的是评估PA与情境兴趣之间关系的强度。

结果

结果显示,实验组有更高程度的久坐行为、轻度PA、总体兴趣、即时愉悦感、探索意愿、注意力需求、新颖性和挑战性,而对照组在MVPA方面得分更高(对照组95.01%,实验组89.94%)。回归分析表明,即时愉悦感(β = 0.49,p < 0.01)、探索意愿(β = 0.18,p < 0.05)和注意力需求(β = 0.17,p < 0.05)是总体兴趣的正向预测因素,解释了其43%的方差。

结论

一款新设计的通过健身自行车玩的基于移动应用程序的健身游戏可能会增强情境兴趣,并为玩家提供相当水平的PA。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3d97/6188934/904e4098d80e/jshs346-fig-0001.jpg

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