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运动游戏对年轻人能量消耗、愉悦感和自我效能感的急性影响。

Acute effects of exergaming on young adults' energy expenditure, enjoyment, and self-efficacy.

作者信息

Gu Dandong, Gu Chenling, Oginni John, Ryu Suryeon, Liu Wenxi, Li Xianxiong, Gao Zan

机构信息

School of Physical Education, Hengyang Normal University, Hengyang, China.

Central South University of Forestry and Technology, Changsha, China.

出版信息

Front Psychol. 2023 Aug 14;14:1238057. doi: 10.3389/fpsyg.2023.1238057. eCollection 2023.

DOI:10.3389/fpsyg.2023.1238057
PMID:37645065
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10461440/
Abstract

This study investigated the effects of a dance-based exergaming on Chinese college students' energy expenditure, self-efficacy, and enjoyment in comparison with the traditional aerobic dance exercise. Forty young adults (33 females; Mage = 21.55 years, SD = 2.06) completed two separate 20 min exercise sessions with 10 min intervals on the same day: (1) Xbox 360 Kinect Just Dance exergaming session; and (2) a traditional instructor-led aerobic dance exercise session. Participants' energy expenditure (Kcal/session) was measured by the ActiGraph GT9X Link accelerometers, and their perceived self-efficacy and enjoyment were assessed via validated surveys following each session. Dependent t-test indicated significant differences in participants' enjoyment ( = -1.83,  = 0.04). Specifically, participants in the dance-based exergaming session reported a higher level of enjoyment (M = 3.96, SD = 0.65) as compared to the aerobic dance session (M = 3.61, SD = 0.54). However, there was no significant difference in energy expenditure and self-efficacy between the two sessions. Findings suggest that college students had comparable energy expenditure as the traditional aerobic dance session while experiencing more fun and enjoyment. This suggests that exergaming can be a fun exercise alternative for promoting physical activity among young adults.

摘要

本研究调查了与传统有氧舞蹈锻炼相比,基于舞蹈的体感游戏对中国大学生能量消耗、自我效能感和乐趣的影响。40名年轻人(33名女性;年龄中位数=21.55岁,标准差=2.06)在同一天完成了两个单独的20分钟锻炼课程,中间间隔10分钟:(1)Xbox 360 Kinect体感舞蹈游戏课程;(2)传统的由教练带领的有氧舞蹈锻炼课程。参与者的能量消耗(千卡/课程)通过ActiGraph GT9X Link加速度计测量,他们的自我效能感和乐趣通过每次课程后的有效调查问卷进行评估。配对t检验表明参与者的乐趣存在显著差异(t=-1.83,p=0.04)。具体而言,与有氧舞蹈课程(M=3.61,标准差=0.54)相比,基于舞蹈的体感游戏课程中的参与者报告的乐趣水平更高(M=3.96,标准差=0.65)。然而,两个课程之间的能量消耗和自我效能感没有显著差异。研究结果表明,大学生在体验更多乐趣的同时,能量消耗与传统有氧舞蹈课程相当。这表明体感游戏可以成为促进年轻人体育活动的一种有趣的锻炼方式。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/baf8/10461440/b3191c15b22d/fpsyg-14-1238057-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/baf8/10461440/47868f426f4b/fpsyg-14-1238057-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/baf8/10461440/b3191c15b22d/fpsyg-14-1238057-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/baf8/10461440/47868f426f4b/fpsyg-14-1238057-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/baf8/10461440/b3191c15b22d/fpsyg-14-1238057-g002.jpg

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