Chow Daniel H K, Mann Stephen K F
Department of Health and Physical Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR, China.
Front Psychol. 2023 Jul 6;14:1197403. doi: 10.3389/fpsyg.2023.1197403. eCollection 2023.
Exergaming, or technology-driven physical exercise, has gained popularity in recent years. Its applications include physical education, health promotion, and rehabilitation. Although studies have obtained promising results regarding the positive effects of exergaming, the outcomes of exergaming for different populations remain undetermined. Inconsistencies in the literature on this topic have multiple potential explanations, including the content and demand of the exergames and the capability of the exergamer. A model with a sound theoretical framework is required to facilitate matching between games and gamers. This article proposes a relational model based on a matrix of Bloom's taxonomy of learning domains and the performance components of exergames. Appropriate matching of the physical demands of an exergame and the ability of the exergamer would enhance the effective usage of exergaming for individuals with various needs. This theory-based exergame model is developed to promote the general development, physical status, and psychosocial well-being of students, older adults, and individuals with rehabilitation needs. This model may provide a resource for future research on the application, effectiveness, and design of exergaming.
运动游戏,即技术驱动的体育锻炼,近年来越来越受欢迎。其应用包括体育教育、健康促进和康复。尽管研究已就运动游戏的积极效果取得了令人鼓舞的成果,但运动游戏对不同人群的效果仍未确定。关于这一主题的文献中的不一致之处有多种潜在解释,包括运动游戏的内容和要求以及运动游戏玩家的能力。需要一个具有完善理论框架的模型来促进游戏与玩家之间的匹配。本文提出了一个基于布鲁姆学习领域分类法矩阵和运动游戏性能组件的关系模型。运动游戏的身体需求与运动游戏玩家的能力进行适当匹配,将提高运动游戏对各种有需求的个人的有效利用率。这个基于理论的运动游戏模型旨在促进学生、老年人和有康复需求的个人的全面发展、身体状况和心理社会幸福感。该模型可能为未来关于运动游戏的应用、有效性和设计的研究提供资源。