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首页> 外文期刊>Journal of Diabetes Science and Technology >Two-Player Partnered Exergame for Obesity Prevention: Using Discrepancy in Players' Abilities as a Strategy to Motivate Physical Activity
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Two-Player Partnered Exergame for Obesity Prevention: Using Discrepancy in Players' Abilities as a Strategy to Motivate Physical Activity

机译:两层合作的Exergame预防肥胖症:将运动员能力差异作为激励体育锻炼的策略

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摘要

Background: Physical inactivity is associated with obesity and type 2 diabetes. A key obstacle to physical activity is lack of motivation. Although some interactive exercise games (i.e., exergames—video games that require physical exertion in order to play) motivate players to exercise more, few games take advantage of group dynamics to motivate players' duration of exercise. In a test of the Kohler motivation gain effect, this study varied the ability level of a virtually presented partner in an interactive exergame that focused on abdominal strength to identify effects on a subject's (S') persistence with the task. Method: Male ( n = 63) and female ( n = 72) undergraduate students were randomly assigned to one of four conditions (individual control or low-, moderate-, or high- partner discrepancy) in a conditions x gender factorial design and tested on a series of isometric abdominal exercises using PlayStation 2 EyeToy: Kinetic software. They performed the first series of five exercises alone (trial block 1), and after a rest period, those in the partner conditions performed remaining trials (trial block 2) with a same-sex virtually presented partner whom they could observe during their performance, while those in the individual control condition performed the remaining trials alone. In the partner conditions, the partner's performance was manipulated to be always better than the S's, the exact difference depending on the discrepancy condition. The partnered tasks were conjunctive; that is, success in the game depended on the performance of the weaker team member. Persistence, the outcome measure for this study, consisted of the total number of seconds the S held the exercise position. Results: Using planned orthogonal contrasts on difference scores between blocks 1 and 2, results showed that persistence was significantly ( p < .001) greater in all experimental conditions with a virtually presented partner ( M = 33.59 s) than in the individual control condition ( M = ?49.04 s). Subjects demonstrated more persistence in the moderate-discrepancy condition ( M = 51.36 s) than in the low-discrepancy condition ( M = 22.52 s) or the high-discrepancy condition ( M = 26.89 s). A significant quadratic trend confirmed the expected inverted-U function relating partner discrepancy and persistence ( p = .025). Although Ss persisted longer and had higher heart rate in partnered conditions, they did not perceive their exertion to be any higher than those in the individual condition. Conclusions: Virtually presented partners who are moderately more capable than participants are the most effective at improving persistence in exergame tasks.
机译:背景:缺乏运动与肥胖和2型糖尿病有关。身体活动的主要障碍是缺乏动力。尽管一些交互式健身游戏(例如,exergames-需要体力劳动才能玩的视频游戏)可以激励玩家进行更多的锻炼,但是很少有游戏能够利用群体动力来激励玩家的锻炼时间。在对科勒动机获得效果的测试中,这项研究改变了互动游戏中虚拟呈现的伴侣的能力水平,该游戏以腹部力量为重点,以识别对任务持续性(S')的影响。方法:在条件x性别因子设计下,将男性(n = 63)和女性(n = 72)的本科生随机分配到四个条件之一(个人控制或低,中或高伴侣差异)并进行测试使用PlayStation 2 EyeToy:Kinetic软件进行一系列等距腹部练习。他们仅进行了前五个练习的第一个系列(试验块1),休息后,处于伴侣状态的人与同性虚拟伴侣进行剩余的试验(试验块2),他们可以在表演过程中观察到他们,而处于个别对照条件下的患者则单独进行其余的试验。在合伙人条件下,操纵合伙人的绩效总是要比S更好,确切的差异取决于差异条件。合作的任务是合取的。也就是说,游戏中的成功取决于实力较弱的团队成员的表现。持久性是这项研究的结果指标,由S保持锻炼姿势的总秒数组成。结果:使用计划的正交对比对第1块和第2块之间的得分进行比较,结果表明,在所有实验条件下,虚拟呈现的伴侣(M = 33.59 s)的持久性均显着(p <.001)大于单独对照条件(P = .001) M = 49.04 s)。与中度差异性条件(M = 22.52 s)或高差异性条件(M = 26.89 s)相比,中度差异性条件(M = 51.36 s)的受试者表现出更大的持久性。一个明显的二次趋势证实了预期的倒U型功能与伴侣差异和持久性有关(p = .025)。尽管Ss在伴侣状态下持续时间更长,心率更高,但他们并未认为自己的精力要比个人情况下更高。结论:虚拟表现的合作伙伴比参与者的能力中等,在改善游戏任务的坚持性方面最有效。

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