首页> 外文期刊>BMC sports science, medicine & rehabilitation >Exergaming (XBOX Kinect?) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial
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Exergaming (XBOX Kinect?) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial

机译:锻炼(XBOX Kinect?)与传统的基于健身房的运动对健康成年人的姿势控制,流量和技术接受度:一项随机对照试验

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BackgroundThe use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. The purpose of this study was to assess the effects of exergaming using XBOX Kinect? versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow experience and exercise intensity, in young healthy adults. MethodsFifty healthy active adults (age: 33.8?±?12.7?years, height: 172.9?±?11.9?cm, weight: 75?±?15.8?kg) were recruited; 44 completed both baseline and post-intervention data collection. Participants were randomised (blind card) allocation to one of two groups: (1) received balance training using the XBOX Kinect? and (2) performed traditional gym-based exercise. Exercises were matched for intensity, duration and movement patterns across groups. All participants completed three, 30-minute, exercise sessions a week for four weeks. Postural sway was measured using a Kistler? Force platform during unipedal standing. Mean heart rate (HR) and rate of perceived exertion (RPE) were collected during each exercise session to determine and verify that intensity of exercise was matched between groups. Technology acceptance was measured with the Unified Theory of Acceptance and Use of Technology (UTAUT) and flow experience with the Flow State Scale (FSS). ResultsHeart rate was matched between groups and BORG RPE was significantly lower in the Kinect? group. There were significant between-group differences in postural sway in the medial-lateral direction and CoP. There were also significant differences in technology acceptance between groups for performance expectancy, social influence and behavioral intention, with higher values in the Kinect exercise group. The flow state scale showed significant differences between the groups on several dimensions, with higher values in the Kinect exercise group. ConclusionObjective physiological demand of exercise (HR) was matched across groups, but the exergaming group perceived it as being less demanding and of lower intensity. This suggests that exergaming may offer an alternative method of rehabilitation exercise through improved concordance. Balance training in healthy adults using the Kinect is both accepted and intrinsically motivating. Trial registrationRetrospectively registered on 27th July 2016. Trial number NCT02851017 .
机译:背景使用运动锻炼是传统的平衡训练方法的一种潜在替代方法,该方法可以重复并且有些单调。这项研究的目的是评估使用XBOX Kinect进行锻炼的效果。与年轻的健康成年人在姿势控制,技术接受度,流动经验和运动强度方面没有虚拟刺激(TGB)的传统基于健身房的运动相比。方法招募50名健康活跃的成年人(年龄:33.8±12.7公斤/年,身高:172.9±11.9厘米/厘米,体重:75±15.8公斤/公斤); 44位患者完成了基线数据和干预后数据的收集。将参与者随机(盲卡)分配到两组之一:(1)使用XBOX Kinect进行平衡训练? (2)进行传统的基于健身房的运动。根据组之间的强度,持续时间和运动方式对运动进行匹配。所有参与者每周完成三场30分钟的锻炼,持续四个星期。使用奇石乐测量姿势摇摆单足站立时的测力平台。在每次运动过程中收集平均心率(HR)和感知劳累率(RPE),以确定并验证两组运动强度是否匹配。技术验收使用统一的技术验收和技术使用理论(UTAUT)进行衡量,而流程经验则采用流状态量表(FSS)进行度量。结果Kinect?组的心率匹配,而BORG RPE显着降低。组。在内侧-外侧方向和CoP上的姿势摇摆之间存在显着的组间差异。两组之间在技术期望,社会影响力和行为意愿方面的技术接受度也存在显着差异,而Kinect锻炼组的值更高。流动状态量表显示出各组之间在几个维度上的显着差异,而Kinect运动组中的值较高。结论运动的客观生理需求(HR)在各个组中均匹配,但运动锻炼组认为其需求量较小且强度较低。这表明,通过提高协调性,锻炼身体可以提供另一种康复锻炼方法。使用Kinect在健康成年人中进行平衡训练既被接受又具有内在动机。试用注册于2016年7月27日进行追溯注册。注册号NCT02851017。

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