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运动游戏对大学生情境兴趣、自我效能感和晕动病的影响。

Effects of Exergaming on College Students' Situational Interest, Self-Efficacy, and Motion Sickness.

作者信息

Lawrence Madeline R, Wan Hung-I, Liu Wenxi, McDonough Daniel J, Mishra Shivani, Gao Zan

机构信息

College of Biological Sciences, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.

School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA.

出版信息

J Clin Med. 2022 Feb 25;11(5):1253. doi: 10.3390/jcm11051253.

DOI:10.3390/jcm11051253
PMID:35268345
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8911363/
Abstract

Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of exergaming as a supplement to traditional exercise may promote higher levels of motivation and PA. Therefore, this study’s purpose was to examine the effect of two different exergames on college students’ situational interest (SI), self-efficacy (SE), and equilibrium change (EQC) compared to traditional treadmill walking. Methods: Sixty college students (30 female; Mage = 23.6 ± 4.1 years; MBMI = 23.9 ± 4.0 kg/m2) participated in three separate 20 min exercise sessions: (1) Xbox 360 Kinect Just Dance; (2) Xbox 360 Kinect Reflex Ridge; and (3) traditional treadmill walking at 4.0 mph. Participants’ SI, SE, and EQC were measured after each session using a series of validated surveys. Results: A mixed model analysis of covariance (ANCOVA) with repeated measures evaluated mean differences between exercise sessions for all outcomes. Significant main effects were observed between the three exercise sessions (all p < 0.01). Specifically, Just Dance and Reflex Ridge sessions yielded significantly higher SI scores than treadmill exercise, F (10, 49) = 54.61, p < 0.01, η2 = 0.92. In addition, participants experienced significantly lower EQC in Reflex Ridge than in treadmill exercise, F (2, 58) = 4.26, p = 0.02, η2 = 0.13. No differences were identified for SE. Conclusion: The integration of exergaming into traditional exercise routines may help to promote higher levels of SI but not SE amongst college students. RR exergaming also demonstrated low EQC as compared to traditional exercise. Experimental study designs are warranted to provide additional evidence on the efficacy of exergaming.

摘要

目的

鉴于美国大学生的身体活动(PA)水平较低,将运动游戏作为传统锻炼的补充方式可能会提高动机水平和身体活动量。因此,本研究的目的是考察与传统跑步机步行相比,两种不同的运动游戏对大学生情境兴趣(SI)、自我效能感(SE)和平衡变化(EQC)的影响。方法:60名大学生(30名女性;年龄中位数 = 23.6 ± 4.1岁;体重指数中位数 = 23.9 ± 4.0 kg/m²)参加了三个独立的20分钟锻炼课程:(1)Xbox 360体感游戏机的《Just Dance》;(2)Xbox 360体感游戏机的《Reflex Ridge》;(3)以每小时4.0英里的速度在传统跑步机上步行。在每个课程结束后,使用一系列经过验证的调查问卷测量参与者的SI、SE和EQC。结果:采用重复测量的协方差混合模型分析(ANCOVA)评估所有结果在不同锻炼课程之间的平均差异。在三种锻炼课程之间观察到显著的主效应(所有p < 0.01)。具体而言,《Just Dance》和《Reflex Ridge》课程产生的SI得分显著高于跑步机锻炼,F(10, 49) = 54.61,p < 0.01,η² = 0.92。此外,参与者在《Reflex Ridge》中的EQC显著低于跑步机锻炼,F(2, 58) = 4.26,p = 0.02,η² = 0.13。未发现SE存在差异。结论:将运动游戏融入传统锻炼常规可能有助于提高大学生的SI水平,但对SE没有帮助。与传统锻炼相比,《Reflex Ridge》运动游戏的EQC也较低。有必要进行实验研究设计,以提供关于运动游戏功效的更多证据。

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Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students.沉浸式虚拟现实中的主动视频游戏可引发适度至剧烈的身体活动,并改善久坐大学生的认知表现。
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J Sport Health Sci. 2022 Mar;11(2):172-178. doi: 10.1016/j.jshs.2021.03.003. Epub 2021 Mar 17.
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Effects of Active Video Games on Children's Psychosocial Beliefs and School Day Energy Expenditure.电子竞技游戏对儿童心理社会信念及在校日能量消耗的影响。
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