Mohd Sidek Nur Nashruha, Mat Rosly Maziah, Abd Razak Nasrul Anuar
Department of Biomedical Engineering, Faculty of Engineering, Universiti Malaya, Kuala Lumpur 50603, Malaysia.
Department of Physiology, Faculty of Medicine, Universiti Malaya, Kuala Lumpur 50603, Malaysia.
Children (Basel). 2023 Aug 31;10(9):1489. doi: 10.3390/children10091489.
Today's children are prone to becoming involved in exergames, but their positions during play have not been sufficiently investigated to determine whether the positions they adopt result in equal responses. The design of this study involved the collection of physiological and perceptual responses (i.e., heart rate (HR), rating of perceived exertion, and enjoyment score) during exergames in three different sports (bowling, tennis, and boxing) with players in different positions (sitting and standing). The participants played each game for 10 min while their HR was recorded. After the gameplay, each perceptual response was retrieved. The results revealed a significant increase in HR above rest during exergaming overall ( < 0.001). Standing gameplay resulted in a significantly higher HR ( < 0.001) than seated gameplay. Compared to tennis and bowling, boxing produced the highest physiological response ( < 0.001) and perceived exertion ( < 0.05) in both positions. The participants perceived all the sports exergames to be enjoyable, as their enjoyment scores did not significantly differ for each game ( > 0.5). For all the variables, no statistically significant differences between genders were identified ( > 0.5). This home-based intervention demonstrated that sports exergames are not only enjoyable; overall, they can provide at least moderately intense physical activity, whether played seated or standing.
如今的儿童容易参与到运动游戏中,但他们在游戏过程中的姿势尚未得到充分研究,以确定他们所采取的姿势是否会产生相同的反应。本研究的设计包括收集在三种不同运动(保龄球、网球和拳击)的运动游戏过程中的生理和感知反应(即心率(HR)、主观用力程度评分和愉悦感得分),参与者处于不同姿势(坐着和站着)。参与者在玩每场游戏时记录10分钟的心率。游戏结束后,获取每个感知反应。结果显示,总体而言,运动游戏期间心率比休息时显著增加(<0.001)。站立游戏时的心率显著高于坐着游戏时的心率(<0.001)。与网球和保龄球相比,拳击在两种姿势下都产生了最高的生理反应(<0.001)和主观用力程度(<0.05)。参与者认为所有运动游戏都很有趣,因为他们对每场游戏的愉悦感得分没有显著差异(>0.5)。对于所有变量,未发现性别之间存在统计学上的显著差异(>0.5)。这种基于家庭的干预表明,运动游戏不仅有趣;总体而言,无论坐着还是站着玩,它们都能提供至少中等强度的体育活动。