首页> 外文期刊>Journal of medical Internet research >Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis
【24h】

Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

机译:健身视频游戏中行为改变策略的普遍性:基于理论的内容分析

获取原文
           

摘要

Background: Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented.Objective: The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers.Methods: Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing.Results: The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those for the handheld motion controller console (mean 10.00, SD 2.74, P=.04).Conclusions: Behavioral strategies for increasing self-efficacy and self-regulation are common in home console fitness video games. Social support and reinforcement occurred in approximately half of the studied games. Strategy prevalence varies by console type, partially due to greater feedback afforded by camera-based controllers. Experimental studies are required to test the effects of these strategies when delivered as interactive tools, as this medium may represent an innovative platform for disseminating evidence-based behavioral weight loss intervention components.
机译:背景:健身视频游戏很受欢迎,但对其内容知之甚少。由于许多工具都包含模仿减肥干预计划行为策略的互动工具,因此内容差异可能会影响运动员的身体活动和/或体重结果。有必要更好地了解健身游戏中目前可用的行为策略及其实施方式。目的:本研究的目的是调查可用于家庭使用的健身视频游戏中基于证据的行为策略的普遍性。方法还比较了使用基于摄像机的控制器的控制台的游戏和使用手持运动控制器的控制台的游戏。方法:系统地识别了适用于三个家用控制台的健身游戏(N = 18),并由2名训练有素的编码器进行了测试每次至少持续3个小时。如果一个系列中有多个游戏,则仅包括最新发行的游戏。索尼PlayStation 3和Microsoft Xbox360是两个基于摄像头的控制台,而任天堂Wii是手持运动控制器控制台。使用基于行为策略分类法的编码列表来开始编码。结果基于最流行的行为策略是建模(17/18),特定性能反馈(17/18),强化(16/18),热量消耗反馈(15/18)和指导练习(15/18)。所有游戏都包含有关性能准确性,运动频率和/或健身进度的某种反馈。行动计划(安排将来的锻炼)是所包含策略中最不普遍的(4/18)。 12款游戏包含了某种形式的社交整合,其中9款提供了实时多人游戏会话的选项。只有两场比赛没有任何奖励。基于摄像头的游戏机(平均数为12.89,SD 2.71)所包含的策略数量要多于手持运动控制器游戏机(平均数为10.00,SD 2.74,P = .04)。结论:提高自我效能的行为策略和自我调节在家用控制台健身视频游戏中很常见。社会支持和强化发生在大约一半的游戏中。策略普及率因控制台类型而异,部分原因是基于摄像头的控制器提供了更多反馈。当作为交互工具交付时,需要进行实验研究以测试这些策略的效果,因为这种媒体可能代表了一个创新的平台,用于传播基于证据的行为减肥干预措施。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号