School of Education, University of Bourgogne Franche-Comté, Besançon 25000, France.
Teaching and Research Unit in Physical Education and Sport, University of Teacher Education, Lausanne 1014, Switzerland.
J Sport Health Sci. 2022 Mar;11(2):172-178. doi: 10.1016/j.jshs.2021.03.003. Epub 2021 Mar 17.
Active videogames or exergames have been used as an innovative way to promote physical activity (PA) among various populations. A player's interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest, thus increasing engagement. The goal of this study was to examine the impact of situational interest dimensions on college students' PA when playing the design-based bike exergame Greedy Rabbit (Vescape, Berlin, Germany).
Sixty undergraduate students (age: 20.8 ± 1.3 years, mean ± SD, 18-25 years old; 51.7% males) were recruited from the kinesiology department of a university located in the southern region of Belgium. The participants were assigned to an experimental group (n = 41) or a control group (n = 19) based on an incremental cycling test. Students in the experimental group engaged in 1 session of Greedy Rabbit (Vescape) while students in the control group engaged in 1 session of a placebo version of Greedy Rabbit (Vescape). The length of the sessions ranged from 24 min to 31 min.
Results for the control group indicated that the players' PA metrics (cadence: F(19, 360) = 1.43, p = 0.11; heart rate: F(19, 360) = 1.16, p = 0.29; oxygen consumption: F(19, 360) = 0.83, p = 0.67) were stable during the exergame. Results for the experimental group demonstrated the effects of time on the players' PA metrics and revealed significant associations between the change in the players' situational interest dimensions and PA metrics (cadence: F(19, 800) = 26.30, p < 0.01; heart rate: F(19, 800) = 19.77, p < 0.01; oxygen consumption: F(19, 800) = 10.04, p < 0.01).
An approach using a design-based exergame may be a relevant strategy for promoting levels of PA that yields positive health-related outcomes among college students.
动感视频游戏或运动视频游戏已被用作促进不同人群身体活动(PA)的创新方式。玩家对动感视频游戏的兴趣与游戏的趣味性和娱乐性有关,可能会引发情境兴趣,从而增加参与度。本研究的目的是检验情境兴趣维度对大学生在玩设计型自行车运动视频游戏贪婪兔子(Vescape,柏林,德国)时 PA 的影响。
从位于比利时南部地区的一所大学的人体运动学系招募了 60 名本科生(年龄:20.8±1.3 岁,均值±标准差,18-25 岁;51.7%为男性)。根据递增式踏车测试,参与者被分为实验组(n=41)或对照组(n=19)。实验组的学生参与了 1 次 Greedy Rabbit(Vescape)游戏,而对照组的学生参与了 1 次 Greedy Rabbit(Vescape)的安慰剂版本游戏。游戏时长为 24 至 31 分钟。
对照组的结果表明,在运动视频游戏期间,参与者的 PA 指标(踏频:F(19,360)=1.43,p=0.11;心率:F(19,360)=1.16,p=0.29;耗氧量:F(19,360)=0.83,p=0.67)保持稳定。实验组的结果表明了时间对参与者 PA 指标的影响,并揭示了参与者情境兴趣维度的变化与 PA 指标之间的显著关联(踏频:F(19,800)=26.30,p<0.01;心率:F(19,800)=19.77,p<0.01;耗氧量:F(19,800)=10.04,p<0.01)。
使用基于设计的运动视频游戏的方法可能是促进大学生 PA 水平的一种相关策略,可带来积极的与健康相关的结果。