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VO2, Liking, and Relative Reinforcing Value of Cooperative and Competitive Exergame Play in Young Children

机译:幼儿和竞争性Exergame在幼儿中扮演的vo2,喜欢和相对加强价值

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International Journal of Exercise Science 13(5): 1501-1511, 2020. The purpose of the current study was to examine physiologic response, liking, and relative reinforcing value (RRV) of children playing an exergame with a friend under two goal structures: competitive and cooperative. A sample of twenty participants (8.7 ± 1.3 years old) and a self-selected friend completed three conditions: rest, competitive, and cooperative play. During the competitive condition, participants played Nintendo Wii Tennis? against their friend. During cooperative play, participants and their friend played together against a computer avatar. During each condition, oxygen consumption (VO2, ml?kg-1?min-1) and liking (visual analog scale) were recorded. After finishing all conditions, children completed an RRV computer task to assess their motivation to play the competitive versus cooperative goal structures. During this task children performed work (button presses) to participate in additional competitive play, cooperative play, or a combination. The output maximum (Omax), or maximum work for each goal structure, was used as the measure of RRV. It was determined that VO2 was significantly (p ≤ 0.001) greater for cooperative and competitive play than rest. Liking was significantly greater for cooperative play than rest (p ≤ 0.001) and competitive play (p = 0.03). There were no significant differences (p 0.05) between cooperative and competitive play for VO2 or Omax. In conclusion, while liking was greater for the cooperative condition versus competitive, motivation did not differ between goal structures. Further investigation into methods of making physical activity more reinforcing, in addition to well-liked by children, is necessary to optimize this behavior.
机译:国际运动科学杂志13(5):1501-1511,2020。目前的研究目的是研究在两个目标结构下与朋友发挥出口的生理反应,喜欢和相对加强价值(RRV):竞争与合作。 20名参与者的样本(8.7±1.3岁)和一个自选的朋友完成了三个条件:休息,竞争和合作效力。在竞争条件下,参与者发挥了任天堂Wii网球?反对他们的朋友。在合作播放期间,参与者和他们的朋友在一台计算机的头像一起玩。在每个条件下,记录氧气消耗(VO2,ML?KG-1?MIN-1)和喜好(视觉模拟规模)。完成所有条件后,儿童完成了RRV计算机任务,以评估其动机,以发挥竞争力的与合作目标结构。在此任务期间,儿童进行了工作(按钮按下)参与额外的竞争竞争,合作播放或组合。使用输出最大(OMAX)或每个目标结构的最大工作作为RRV的量度。确定VO2显着(p≤0.001),合作和竞争性比休息更大。合作播放的喜好比休息更大(p≤0.001)和竞争性发挥(P = 0.03)。合作和竞争性竞争之间的vo2或omax竞争竞争之间没有显着差异(p> 0.05)。总之,虽然合作条件与竞争力更大,但目标结构之间的动机没有差异。还需要进一步调查制造体育活动的方法,除了儿童良好的儿童,还需要优化这种行为。

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