Berglund Aseel, Orädd Helena
Department of Computer and Information Science, Linköping University, Linköping, Sweden.
JMIR Serious Games. 2024 Aug 26;12:e55905. doi: 10.2196/55905.
Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone risk factor for heightened cardiometabolic risk and overall mortality. Conversely, interrupting sedentary periods by incorporating short, active microbreaks has been shown to mitigate the negative effects of sedentary behavior. Casual exergames, which mix elements of casual gaming with physical activity, are one prospective intervention to reduce sedentary behavior because they require physical exertion. Casual exergames have shown promise in fostering emotional and physical advantages when played in specific circumstances. However, little research exists on how different types of movement interactions impact the psychological effects as well as the physical exertion of playing casual exergames.
The primary aim of this work was to explore the psychological effects and physical exertion of playing casual exergames lasting 2 minutes. More precisely, the investigation focused on comparing upper body and full body movement interactions. In addition, the work examined variations in body positions, considering both standing and seated positions during upper body movement interactions.
Two casual exergames were developed and investigated through 2 quasi-experimental studies. In study 1, we investigated how players' perceptions of control, exertion, and immersion were affected by using upper body as opposed to full body exergame controllers when playing casual exergames. In study 2, we investigated differences in positive affect, performance, enjoyment, and exertion when playing casual exergames with upper body movement interactions in seated and standing positions.
Study 1 showed that perceived control was significantly higher for upper body movement interactions than for full body movement interactions (P=.04), but there were no significant differences regarding perceived exertion (P=.15) or immersion (P=.66). Study 2 showed that positive affect increased significantly for both standing (P=.003) and seated (P=.001) gameplay. The participants in the standing gameplay group showed slightly higher actual exertion; however, there were no differences between the groups in terms of positive affect, perceived exertion, enjoyment, or performance.
Casual exergames controlled by upper body movement interactions in seated gameplay can produce similar psychological effects and physical exertion as upper body movement interactions in standing gameplay and full body movement interactions. Therefore, upper body and seated casual exergames should not be overlooked as a suitable microbreak activity.
长时间久坐行为,如坐着或躺着,一直被认为是导致心脏代谢风险增加和全因死亡率上升的独立风险因素。相反,通过加入短暂的主动微休息来打断久坐时段,已被证明可以减轻久坐行为的负面影响。休闲运动游戏将休闲游戏元素与体育活动相结合,是一种减少久坐行为的潜在干预措施,因为它们需要体力消耗。在特定情况下玩休闲运动游戏已显示出在促进情绪和身体益处方面的前景。然而,关于不同类型的运动交互如何影响玩休闲运动游戏的心理效应以及体力消耗的研究很少。
本研究的主要目的是探讨玩2分钟休闲运动游戏的心理效应和体力消耗。更确切地说,该调查重点比较上半身和全身运动交互。此外,该研究还考察了身体姿势的变化,考虑了上半身运动交互过程中的站立和坐姿。
开发了两款休闲运动游戏,并通过两项准实验研究进行调查。在研究1中,我们研究了在玩休闲运动游戏时,使用上半身控制器与全身控制器相比,玩家对控制、 exertion(此处原文有误,可能是exertion,意为努力、消耗等)和沉浸感的感知是如何受到影响的。在研究2中,我们研究了在坐着和站立姿势下进行上半身运动交互玩休闲运动游戏时,积极情绪、表现、享受程度和消耗方面的差异。
研究1表明,上半身运动交互的感知控制显著高于全身运动交互(P = 0.04),但在感知消耗(P = 0.15)或沉浸感(P = 0.6)方面没有显著差异。研究2表明,站立(P = 0.003)和坐着(P = 0.001)游戏时积极情绪均显著增加。站立游戏组的参与者实际消耗略高;然而,在积极情绪、感知消耗、享受程度或表现方面,两组之间没有差异。
在坐着玩游戏时,由上半身运动交互控制的休闲运动游戏可以产生与站立玩游戏时的上半身运动交互以及全身运动交互类似的心理效应和体力消耗。因此,上半身和坐着玩的休闲运动游戏作为一种合适的微休息活动不应被忽视。