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Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial

机译:使用社会普遍游戏促进日本老年人的体育活动:随机对照试验

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Background Pervasive games aim to create more fun and engaging experiences by mixing elements from the real world into the game world. Because they intermingle with players’ lives and naturally promote more casual gameplay, they could be a powerful strategy to stimulate physical activity among older adults. However, to use these games more effectively, it is necessary to understand how design elements of the game affect player behavior. Objective The aim of this study was to evaluate how the presence of a specific design element, namely social interaction, would affect levels of physical activity. Methods Participants were recruited offline and randomly assigned to control and intervention groups in a single-blind design. Over 4 weeks, two variations of the same pervasive game were compared: with social interaction (intervention group) and with no social interaction (control group). In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Changes in the weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity. Results A total of 20 participants were recruited (no social interaction group, n=10; social interaction group, n=10); 18 participants remained active until the end of the study (no social interaction group, n=9; social interaction group, n=9). Step counts during the first week were used as the baseline level of physical activity (no social interaction group: mean 46,697.2, SE 7905.4; social interaction group: mean 45,967.3, SE 8260.7). For the subsequent weeks, changes to individual baseline values (absolute/proportional) for the no social interaction group were as follows: 1583.3 (SE 3108.3)/4.6% (SE 7.2%) (week 2), 591.5 (SE 2414.5)/2.4% (SE 4.7%) (week 3), and ?1041.8 (SE 1992.7)/0.6% (SE 4.4%) (week 4). For the social interaction group, changes to individual baseline values were as follows: 11520.0 (SE 3941.5)/28.0% (SE 8.7%) (week 2), 9567.3 (SE 2631.5)/23.0% (SE 5.1%) (week 3), and 7648.7 (SE 3900.9)/13.9% (SE 8.0%) (week 4). The result of the analysis of the group effect was significant (absolute change: η 2 =0.31, P =.04; proportional change: η 2 =0.30, P =.03). Correlations between both absolute and proportional change and the play activity were significant (absolute change: r =0.59, 95% CI 0.32 to 0.77; proportional change: r =0.39, 95% CI 0.08 to 0.64). Conclusions The presence of social interaction design elements in pervasive games appears to have a positive effect on levels of physical activity.
机译:背景技术普遍的游戏旨在通过将现实世界与游戏世界的元素混合来创造更多的乐趣和吸引人。因为他们与玩家的生活混合并自然地推广更多休闲游戏,他们可能是刺激老年人身体活动的强大战略。但是,要更有效地使用这些游戏,有必要了解游戏的设计元素如何影响球员行为。目的本研究的目的是评估特定设计元素,即社会互动的情况如何影响身体活动水平。方法参与者被招募离线,随机分配到单盲设计中控制和干预组。超过4周,比较了相同普华游戏的两种变化:具有社会互动(干预组),没有社会互动(对照组)。在两个版本中,玩家必须走到物理位置并收集虚拟卡,但社会互动版本允许人们合作获取更多卡。每周步骤计数的变化用于评估对每个组的影响,并且访问的地方数量被用作游戏活动的指标。结果招聘了共有20名参与者(没有社会互动组,N = 10;社会互动组,N = 10); 18名参与者仍然活跃,直到研究结束(没有社会互动组,N = 9;社会互动组,n = 9)。第一周的步骤数被用作身体活动的基线水平(没有社会互动组:平均46,697.2,SE 7905.4;社会互动组:平均45,967.3,SE 8260.7)。对于随后的几周,没有社会互动组的单个基线值的变化(绝对/比例)如下:1583.3(SE 3108.3)/4.6%(SE 7.2%)(第2周),591.5(SE 2414.5)/ 2.4 %(SE 4.7%)(第3周)和?1041.8(SE 1992.7)/ 0.6%(SE 4.4%)(第4周)。对于社会互动组,对各个基线值的变化如下:11520.0(SE 3941.5)/28.0%(SE 8.7%)(第2周),9567.3(SE 2631.5)/ 23.0%(SE 5.1%)(第3周) ,7648.7(SE 3900.9)/13.9%(SE 8.0%)(第4周)。分析群体效应的结果是显着的(绝对变化:η2= 0.31,p = .04;比例变化:η2= 0.30,p = .03)。绝对和比例变化与游戏活动之间的相关性显着(绝对变化:r = 0.59,95%CI 0.32至0.77;比例变化:r = 0.39,95%CI 0.08至0.64)。结论普遍游戏中社会互动设计要素的存在似乎对身体活动水平产生了积极影响。

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