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首页> 外文期刊>Frontiers in Psychology >Comparing the Impact of Heart Rate-Based In-Game Adaptations in an Exergame-Based Functional High-Intensity Interval Training on Training Intensity and Experience in Healthy Young Adults
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Comparing the Impact of Heart Rate-Based In-Game Adaptations in an Exergame-Based Functional High-Intensity Interval Training on Training Intensity and Experience in Healthy Young Adults

机译:比较了基于Exergame的功能高强度间隔培训对健康年轻成年人训练强度和经验的基于Exergame的功能高强度间隔培训的影响

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Physical inactivity remains one of the biggest societal challenges of the 21st century. The gaming industry and the fitness sector have responded to this alarming fact with game-based or gamified training scenarios and thus established the promising trend of exergaming. Exergames—games played with the (whole) body as physical input—have been extolled as potential attractive and effective training tools. Simultaneously, researchers and designers are still exploring new approaches to exploit the full potential of this innovative and enjoyable training method. One way to boost the attractiveness and effectiveness of an exergame is to individualize it with game adaptations. A physiological parameter that is often used to balance the physical challenge and intensity of exergames to the player’s fitness skills is the heart rate (HR). Therefore, researchers and designers often rely on age-based, maximum HR (HR max ) formulas originating from performance diagnostics. In combination with the player’s assessed real-time HR during an exergame session, the pre-determined HR max is used to adapt the game’s challenge to reach a pre-defined HR and physical intensity level (in-exergame adaptations), respectively. Although the validity and reliability of these age-based HR max formulas were proven in heterogeneous target populations, their use is still often criticized as HR is an individual parameter that is affected by various internal and external factors. So far, no study has investigated whether the formula-based pre-calculated HR max compared to a standardized individually pre-assessed HR max elicits different training intensities, training experiences, and flow feelings in an exergame. Therefore, we compared both variants for in-exergame adaptation with the ExerCube – a functional high-intensity interval training exergame – in healthy young adults. Comparing the results of the two conditions, no significant differences were found for HR parameters and perceived physical and cognitive exertion, nor for overall flow feelings and physical activity enjoyment. Thus, the formula-based in-exergame adaptation approach was suitable in the presented study population, and the ExerCube provided an equally reliable in-exergame adaptation and comparable exergame play experiences. We discuss our findings in the context of related work on exergame adaptation approaches and draw out some implications for future adaptive exergame design and research topics.
机译:身体不活动仍然是21世纪最大的社会挑战之一。游戏行业和健身部门已经回应了这种惊人的事实,以基于游戏或游戏培训情景,从而建立了外汇的有希望的趋势。与(整个)身体一起玩的Exergames-Games作为物理投入 - 已被引入潜在的吸引力和有效的培训工具。同时,研究人员和设计师仍在探索新方法,以利用这种创新和愉快的培训方法的全部潜力。提高Exergame的吸引力和有效性的一种方法是通过游戏适应来个性化。通常用于平衡运动员的健身技能的身体挑战和强度的生理学参数是心率(HR)。因此,研究人员和设计师经常依靠基于年龄的年龄,最大HR(HR MAX)公式,来自性能诊断。结合玩家在Exergame会话期间的评估实时HR,预先确定的HR Max用于调整游戏的挑战,分别达到预定义的HR和物理强度级别(Ex-Exolgame适应)。虽然这些基于年龄的HR最大公式的有效性和可靠性在异构目标人群中被证明,但它们的使用仍然批评为HR是受各种内部和外部因素影响的个体参数。到目前为止,尚未研究是否对基于公式的预先计算的HR Max进行了调查,与标准化的单独预评估的HR MAX相比,不同的培训强度,培训经验以及在Exergame中的流动感受。因此,我们将两种变体与Extergupe适应的两种变体进行了比较 - 一种功能性高强度间隔训练Exergame - 在健康的年轻人身上。比较两个条件的结果,没有发现人力资源参数和感知物理和认知劳动,也没有针对整体流动情感和身体活动享受的显着差异。因此,基于公式的外替换剂适应方法适用于所呈现的研究群体,并且锻炼提供了同样可靠的外外方适应和可比的Exergame发挥经验。我们在与Exergame适应方法的相关工作中讨论了我们的调查结果,并为未来的适应性的Exergame设计和研究主题提出了一些影响。

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