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Attitudes towards physical activity and perceived exertion in three different multitask cybercycle navigational environments

机译:在三种不同的多任务网络循环导航环境中对体育活动和感知施加的态度

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Physical activity and positive health behaviors are not usually associated with playing video games. Participating in exergames, video games that combine exercise and virtual environments may encourage physical activity by making it more enjoyable. The investigation aimed to study attitudes toward physical activity and perceived exertion in three different multitask cybercycle navigational environments. A sample of 56 adults participated in one of three navigation tasks while riding a stationary bicycle with an interactive computer-based simulation program displayed on the built-in screen. Subjects were randomly assigned one of the three navigation groups: Gauges Monitoring (n=18), Touring (n=19) and Gaming (n=19). After completing the ride and concurrent multitask tests, an attitude survey questionnaire was administered concerning individuals' perceptions of the experience and toward exercise in general. Post-ride participants were also asked to rate their perceived exertion during the ride using the Borg Scale of Perceived Exertion. Analysis of variance tests were used to compare the results among the three groups and between genders on each factor and on the Borg Scale of Perceived Exertion. Significant differences were found for interaction between environment and gender for the Physical Activity factor (P = 0.020), a gender effect for the Walk Skills factor (P = 0.007), and for the Borg Scale (P = 0.004). Subsequent post hoc Tukey tests indicated that the perceived exertion was higher in the Gaming Group when compared with Gauges Monitoring and Touring Groups (P = 0.006; 0.014, respectively). Overall, participants enjoyed the activity irrespective of environment. Results support the proposition that exergaming in light-to-moderate exercise conditions is perceived as being physically active.
机译:身体活动和积极的健康行为通常与玩视频游戏不相关。参加结合运动和虚拟环境的Exergames,视频游戏可以通过使其更加愉快地鼓励身体活动。调查旨在研究三种不同多任务网络循环导航环境中体育活动和感知劳动的态度。 56名成年人的样本参加了三个导航任务之一,同时乘坐固定式自行车,内置屏幕上的基于交互式计算机的仿真程序。受试者被随机分配了三个导航组中的一个:仪表监测(n = 18),游戏(n = 19)和游戏(n = 19)。在完成乘坐和并发的多任务测试后,态度调查问卷涉及个人对经验的看法和一般锻炼。乘坐后参与者也被要求在骑行期间使用博格规模的感知劳累来评估他们的感知劳累。方差试验的分析用于比较三组之间的结果以及每个因素的性因子和博格施加的Borg规模之间的结果。在物理活动因子(P = 0.020)之间的环境和性别之间的相互作用(P = 0.020),步行技能因子(P = 0.007)的性别效应,以及Borg秤(P = 0.004)的性别效果。随后的后HOC Tukey试验表明,与仪表​​监测和游览组(P = 0.006; 0.014)相比,游戏组的感知施加较高(分别为0.014)。总体而言,与会者不论环境都享受活动。结果支持在物理活跃的情况下,出于轻度至中等运动条件的主题。

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