Staiano Amanda E, Beyl Robbie A, Hsia Daniel S, Katzmarzyk Peter T, Newton Robert L
Pennington Biomedical Research Center, Baton Rouge, Louisiana, USA.
Cyberpsychology (Brno). 2018;12(2). doi: 10.5817/CP2018-2-3.
Dance exergaming, which involves playing an interactive video game that requires the player to make upper and lower body movements by dancing to music, may provide a social physical activity experience that positively impacts psychosocial health. The objective of this randomized controlled study was to examine the effects of group-based dance exergaming on adolescent girls' psychosocial health including enjoyment, subjective health, perceived peer support, and health-related quality of life. Forty-one adolescents with overweight/obesity were randomly assigned to a 12-week dance exergaming intervention or to a control group. Peer support, subjective health, and health-related quality of life (HRQOL) were assessed pre- and post-intervention, and intervention participants rated enjoyment after each exergaming session. Repeated measures analysis of covariance models controlling for age and baseline body mass index were used to examine condition differences. Results indicated that subjective health improved in the exergaming condition more than control (p = .02). Ratings of peer conflict after the intervention were significantly different by condition (p = .01), with peer conflict stabilizing in the exergaming group and worsening in the control group. There was no difference by condition for HRQOL. Enjoyment remained high throughout the intervention. In summary, group exergaming improved subjective health, stabilized peer conflict, and provided an enjoyable physical activity experience for overweight adolescent girls.
舞蹈体感游戏,即玩一种交互式视频游戏,要求玩家随着音乐跳舞做出上半身和下半身的动作,可能会提供一种对心理社会健康有积极影响的社交体育活动体验。这项随机对照研究的目的是检验基于团体的舞蹈体感游戏对少女心理社会健康的影响,包括乐趣、主观健康、感知到的同伴支持以及与健康相关的生活质量。41名超重/肥胖青少年被随机分配到为期12周的舞蹈体感游戏干预组或对照组。在干预前后评估同伴支持、主观健康和与健康相关的生活质量(HRQOL),干预参与者在每次体感游戏后对乐趣进行评分。使用控制年龄和基线体重指数的协方差模型重复测量分析来检验组间差异。结果表明,体感游戏组的主观健康改善程度超过对照组(p = 0.02)。干预后同伴冲突评分在两组间存在显著差异(p = 0.01),体感游戏组的同伴冲突趋于稳定,而对照组则恶化。两组在HRQOL方面没有差异。在整个干预过程中,乐趣一直很高。总之,团体体感游戏改善了主观健康,稳定了同伴冲突,并为超重少女提供了愉快的体育活动体验。